This is also related to #1932. I fixed leader sprites being cropped in 41e674128f4c742664732460c85a8f6009a20f15,
and that made sprites in MP Staging always scale to 72x72. However, large sprites like the
Fire Dragon's still drew at full size in MP Join Game since the damn tree nodes are being
recreated when new changes come in (a separate issue I need to fix). This change fixes the
size of leader sprites in both dialogs to 72x72 regardless of sprite size, so we're saved
any similar issues cropping up in the future even once I do fix the excessive node recreation
in MP Join Game.
- after the change to the tentacle, adjust HP to match 500 again
- let the teamname more sound like an easter egg
- apply the same lock settings as to similar scenarios
[ci skip]
Because there are just two, and nobody should join the AI team
When playing without default settings all kind of team combinations are possible
[ci skip]
In these cases they have only in limited situations an effect:
In normal play the sides are hidden, if not using map settings they are ignored,
so this mostly only has an effect if starting the game in debug mode an using map
settings.
Other ones revert acidental changes caused by force_lock_settings.
fore_lock_settings does not only disallow the player to modify the settings,
but does also serve as default value for all the other lock settings.
See this thread, along with a few linked within:
https://forums.wesnoth.org/viewtopic.php?f=12&t=47704
The purpose of this is both to:
a) Make the unit names more descriptive, so new players especially will have an easier time learning them and knowing what they do.
b) Make them eligible for translation, like the units of other factions are.
This commit only renames the files, along with the faction/AoH faction and wmllint.
[ci skip]
* Expanded the text to explain how to read '5×4' and what it means
* Changed the wording slightly to emphasize the order of damage times attacks
* Added a message explaining the format of the tutorial
* Separated some long messages into multiple messages instead
* Removed some unnecessary wording to keep things simpler
* Changed some spelled numbers to regular numerals when referring to game currencies (such as gold and income)
* Minor changes to grammar
[ci skip]
Previously, the scenario only ended if you triggered the sighted Hamel event with Tallin.
If you triggered it with any other unit, you wouldn't progress since you can't fire a
sighted event on a unit already visible.
I've changed the condition to move within five hexes of Hamel with Tallin. Still possible
this might result in an unwinnable scenario, but that's much less likely than with what
was there before.