...in the north part of the map. This adds some visual interest, but
more importantly it actually makes mermen tactically useful in this
scenario -- the player can quickly send them to scout to the SE, where
a number of interesting features are visible from the water.
This change is pursuant to some forum complaints about mermen being useless
in most of this campaign.
...instead of the new chasm ones. Mainly intended to be used as the
"overflowing" lava in scenarios where lava expands. The old chasm lava
is renamed to "Lava chasm".
1) Systematically quote description strings including single quotes, to
be kind to the syntax highligting code in Emacs.
2) Fix some typos and bad usage.
3) Replace some generic names, like Peasant and Spearman, with
individual names in the "house style".
"This unit is unknown for the moment. You must discover it in +the+ game
to be allowed to see its description."
Feel free to improve any ~english~ that I write :)
Seems to work fine but it's still work-in-progress. Things planned:
- Fix alphabetical sorting (for translated title sections)
- Capitalize race's names? And if yes, in cfg or by c++ ?
- choose a "no race" name when the race=... or [race] is missing
- Optimize and harmonize (maybe a slight overhead at the first help invocation)
(it was using old terrain letters). Also removed the example from
MODIFY_TERRAIN_MASK (feel free to restore it if you want to figure out
how to write the mask in terrain strings).
(temporary location) I wait to see where other future animation switch will go
This stops flags and animated terrains in the first frame, for
simplicity and because the low use of animation prevent to test what
is the best solution
But this choice also allow to choose the default frame.
e.g. a geyser terrain may want to always show the active (or sleeping) state
I used parts of the text from the backstab ability:
"If there is an enemy of the target on the opposite side of the target.
This unit may backstab, inflicting double damage, by creeping around
behind that enemy."
...the bugs weren't there.
Fixed the scenario by calling redraw.
Fixed redraw to also update the terrain if required.
The [terrain_mask] now also uses the normal update framework.
This fixes bug #9817 properly.