* now the situation can appear that spiders can attack Malifor,
this handles it.
* add *^Xo Terrain to the filter. While there is no bug to fix,
it looks like it belongs there too.
* work around a tile glitching with an [item] at 22,4
* remove code referring to removed variables
* and run wmlindent
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(cherry-picked from commit fc427ce58c6ce2c3948711207e67c646d2295951)
NR S5a: bugfixes
* Fixes#3117 - Malifor damage event now occurs on defence as well on attack
* Fixes#3116: - Doors to the study can now be opened from inside
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(cherry-picked from commit 913b77d79d9ac0fb4d67ac1461811aeb691daa60)
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This better conveys its behavior, especially with the introduction of the hidden PRNG
preference.
(cherry-picked from commit bf92dbbfd2c1699a9af11e6ddc1b850e154d16f9)
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Also fixed an error in my last commit that gave your ally Dwarvish side *more*
gold on higher difficulties.
(cherry-picked from commit a46eaa28749e48cf4027d1ec4523439b8407bc9b)
Added the elemental trait to the Jinn. Added the undead_variation key to the Jinn, Wyvern Rider, and Wild Wyvern.
(cherry-picked from commit d913aafc534ccaeb239cc910bd963893e313fdcf)
* to enable playing the path in debug mode
* set the betrayed friend variable in S5
* overwrite redruits and gold
* use lua for unit transformations
* clean up code in S5
* fix ellipse change having no effect (probably since 1.12)
* work around bug 3172
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(cherry-picked from commit cca5b6f77608bdb11865e57fa944b1240ca1e938)
The animation now uses all three bolt animations (instead of just one), and has a somewhat different color.
(cherry-picked from commit 8b467104bf4caeac8a8afd6217ec0bbe689a22e7)
It didn't make much sense to have these since there's really no situation you'd want
the "default" sorting order, which is however the server decided to send the list.
(cherry-picked from commit e754e64987b3be3e97adebe0755f408066b2f41d)
This has the advantage that they use the same help page as newwly
recruited ons, and their advancement options are correctly shown there.
The transformation code is taken from SotA S18
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(cherry-picked from commit a24068ad021a45238d31e070ad563e98330216df)
This will make enemies recruit equally many lvl1 and lvl2 units, thus decreasing the amount of units overall and making it less feasible to last indefinitely due to hordes of lvl1 units blocking better damage-dealers from reaching player units.
(cherry-picked from commit 0de4a4c7068ca82bcdae7242bd6751d03ce1fd5b)
Increased the number of bats/undead the enemy can recruit, and made the terrain east of the enemy camp more easily passable.
(cherry-picked from commit 856b8ce78b196f1d25eeb8d5c6cc28c1b5d2597e)
This merely patches the worst problems (multiple successive [endlevel] calls, inconsistent [endlevel] contents, recursive elf die event, lava fills visually broken); ideally the whole scenario should be rewritten and redesigned.
The mask changes only consist of re-sizing them to match the map size.
(cherry-picked from commit c0583a18429204c047aec16dbc553a1ad5cb13e0)
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Lack of this pointed out by @shikadiqueen.
This change will also throw an error if id= is missing. Not sure if it did so before.
(cherry-picked from commit 8d3f54ce7c4647a97efb8ddb8b598d5a1af0f815)
If someone was using these despite being hidden and everything they were
really asking to get shot in the foot at some point.
(cherry-picked from commit 6eddc6f978b0c3196bdba67b811459eaabbcaac6)