Farms have a multi turn cycle:
1) crate farm (converts to Re)
2) end turn on the filed to harvest (Re has been automatically converted)
3) convert to grasland [othrwise the fields remains unusable for building]
Step 3 was labeled the same as step 1.
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(cherry-picked from commit 1867274d25993d465c74dda528381895e79de7ae)
code it as & to avoid a pango warning in stderr
3ec26df changed it previously to '+' to work around that warning
also change it for the untranslatable strings in the credits
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(cherry-picked from commit cd5b3f785e137f66f9d282c8348a6ad877e48d2f)
- missing dots in some MP strings
- superfluous space in some MP strings
-ran wmlinden on UtBS scenarios
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(cherry-picked from commit 5bd6221c44d1523b210bf9eaa5cf693cde350221)
Instead of having another ToD, the image of the current ToD is used,
but illuminated. This is a visual change, no gameplay changes included.
For the always dark one exists no immage, uses one from after the fall,
with slightly adjusted ToD shifting as it looked to weak.
The 1 hex small campfires look best with dusk.
part of #3056
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(cherry-picked from commit f5890c10a21451b0477ca13956bb6f9124ce621e)
On this map, side 1 starts at the bottom, while side 2 starts at the top. The naming of the teams assumed the opposite. Another check mark on issue #2453.
- 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
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Because there are just two, and nobody should join the AI team
When playing without default settings all kind of team combinations are possible
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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.
don't include mape size in the description since map selection screen already displays map size by itself.
canonicalize "XvsY" and "X vs Y" to "X vs. Y".
work around pango_text::set_markup_helper warnings about unescaped ampersands.