
The feature was never added, a deprecation message saying that it's been removed is the closest option to the situation. While terrain.cpp itself supports vision_alias, it was never added to the calculations in movetype.cpp, therefore it never affected units' vision. It's also not shown in the help about the terrain. This doesn't affect the features of units having vision costs different to movement costs, or of units having a different number of vision points to movement points, both of which are still supported. While I'd encourage anyone who wants to implement vision_alias to do so, at the moment I feel that the still-supported features in the same area haven't been explored yet, and that vision_alias isn't going to developed before 1.16.0 is released.
About
The Battle for Wesnoth is an Open Source, turn-based tactical strategy game with a high fantasy theme, featuring both singleplayer and online/hotseat multiplayer combat. Fight a desperate battle to reclaim the throne of Wesnoth, or take hand in any number of other adventures.
License
Please see the wiki for information regarding The Battle for Wesnoth's licensing:
https://wiki.wesnoth.org/Wesnoth:Copyrights
Installing
See INSTALL.md for instructions on how to build the game from source code.
More Information
For extensive documentation about all aspects of the game, see the official Battle for Wesnoth web site.
A (translated) description of how to play the game can be found in doc/manual/manual.*.html, or online at:
https://wiki.wesnoth.org/WesnothManual
The official Battle for Wesnoth Forums (with over 400,000 posts from more than 20,000 registered members) can be found at: