The player can all the time view the stats of any unit in the sidebar. This allowed to
see that he doesn't attack because he has only one move. There is no way to see the
movement costs directly, and as long as they are higher than the max_moves it's not
possible to figure out that this is not AI behavior but a game restriction.
Additionally, as the player has to kill both leaders to continue, try to not let the
player camp around the castle for the rest of the game, by giving the leader a possiblity
to attack if he recruited last turn a unit.
[ci skip]
(cherry-picked from commit 7ea951d5b9cf36986c51d1d8d603bc87ae559286)
In the case in bug #3321, damage prediction code somehow receives a
combatant whose probability to be slowed is very close to one of those
values but not quite it. I couldn't figure out how it's possible because
only damage prediction code itself is supposed to emit slow probabilities,
and it's not producing such a probability in this case.
Without more information, I'm simply fixing the bug by force. If the
probability is in the problematic area, we simply round it to 0 or 1. This
way such probabilities are impossible later on when we try to scale the HP
distributions so that they add to 1.
Fixes#3321.
(cherry-picked from commit 00d8548c24a70365f1b02116e129c8835dff206a)
- missing dots in some MP strings
- superfluous space in some MP strings
-ran wmlinden on UtBS scenarios
[ci skip]
(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
[ci skip]
(cherry-picked from commit f5890c10a21451b0477ca13956bb6f9124ce621e)
Instead of having another ToD, the image of the current ToD is used,
but illuminated. This is an visual change, no gameplay changes included.
Due to the lack of a save I could not view the result myself,
I chose the ToD shifting colors based on the other scenarios.
part of #3056
[ci skip]
(cherry-picked from commit f2a1acd97e76dd89a7830904f596c3d19984c1fa)
Instead of having another ToD, the image of the current ToD is used,
but illuminated. This is a visual change, no gameplay changes included.
The ToD shifting for 'dawn' looked better than for 'dusk', and was
conidered better looking than having no ToD shift compared to the
surrounding.
part of #3056
[ci skip]
(cherry-picked from commit c7d8d232563e665cdfc0bcde201d780a511a4d93)
This resulted from an incorrect use of std::setprecision, which sets the number of significant figures to display, not the number of decimal places.
(cherry-picked from commit 41e757be9fc42da21f772c68a4c6877c135b810d)
Fixing the lack of stars on the remote client when sending a team/observer message.
This commit didn't modify the necessary lines in replay.cpp:
6aa3b3b
(of which the chat_msg::chat_msg one has already been fixed)
Fixes#3119
(cherry-picked from commit 02bdd179946ae1eef3424541115e529e758b8fc0)
Don't bother carrying them through the whole campaign.
This scenario seems like a good time, because there begins a new episide in the story
and all the level 1 advancement are available now too.
closes#3074
[ci skip]
(cherry-picked from commit 785f91065b212dbf8cc7462a02cc594de0f60f53)
This is generally a problem with most leaders, but here it's worse.
Also changed his keep to the ruined version.
(Not the ajdacent castle tiles as it looks better that way.)
[ci skip]
(cherry-picked from commit 090ad3140fd606f1531058f58322ea7b9b6018d2)
In case the player goes south and runs away fromt he bandits, and defeats
the lich first, then the choice to side or not with the bandits would
happen very late.
In case he allied with them and the other undead leader still lived, he
could end the scenario still by triggering "enemies defeated". If they were
already defeated, the scenario could not end anymore. Furthermore, the
storytext doesn't make sense anymore, at least the ending dilogue would
miss,
In case of siding with the elves one can still win by defeating Urza Afalas.
and the story still makes sense,
To solve this, in this special situation the player has no choice anymore,
the path of the elves is chosen.
(the diff may be hard to read; a good part has been wrappend with an [if])
[ci skip]
(cherry-picked from commit 5dc80e7428a22611bbcbeecd9be05b2a0f253106)
This was never finished, is not maintained, suffers from a lack of features the "old" listbox
class now has, and seems (according to the logs) to be have been superceded by the pane widget.
At the very least, the pane widget seems to be what mordante was working with in his early
prototype of a new addon manager, and not this 2010 list class.
(cherry-picked from commit 458dd284b8342b33e6a6359aefbbbdb386b28875)
primary reason is rather to have less problems if
someone uses the master files when translating for 1.14
[ci skip]
(cherry-picked from commit 9a37fe3a072ecd15ba8e196adcfac7e6a12e5444)
this also fixes a bug where the side number in the initial flg dialog would be off by one.
This is also a slight behviour change where not finding [era] in mp_join_game::fetch_game_config no longer throws config::error but just returns false (=cannot join game)
(cherry-picked from commit a2a4dff050713e96b0b14612486d82cf3f93fa3d)
we cannnot call show_flg_select from inside the select_leader_buttons callback because that select_leader_buttons might be deleted/recreated while that dialog is open whihc leads to crashes, so what we do is executing the show_flg_select
in a seperate callstack by using a 0 ms non-repeating timer
(cherry-picked from commit c55512755237dc818abc3b6bce4c3d31dbd2449b)
in the non-host case the clients might get updates that change the [side] config while the flg dialog is open which might result in invalid pointers, note that flg_manager::default_leader_cfg_ is still there but this is no problm because that is never dereferenced it's only compared to other pointers.
we also make a copy of all [multiplayer_side] on the non hosts side for the same reason.
(cherry-picked from commit c805897797d7ff22f3ea4fd1ce9c0fb126baefea)
previously players had to leave an rejoin the game to change their faction.
this was most annoying in coop games where you want might want to choose
your faction in consultation with the other players. Also you previously could
not even checkout the different available factions again after you joined
the game.
(cherry-picked from commit 5ba389111eaa5d08f55d60c1b437c250a329bc58)
Also confirmed via PM with beetlenaut that they can be removed, and aren't supposed to still be there.
(cherry-picked from commit 649fdc9a6204cc4e2019aac41a79910b493b7d5a)
[ci skip]
Makes it clear it's not intrinsically tied to the Accelerated Speed factor.
(cherry-picked from commit 10e663ed6ce49974e22d4dab5211716210ead6e9)