Make Mushroom Grove/Lit Mushroom Grove behave like forests, move-wise
Prefer the terrain type with the worst movement costs between the base and the overlay. This is a forward-port of the following two commits from the 1.12 branch: *18282b542f
Fix bug #21971: visual glitch of terrains on 2p - Hornshark Island *35a48f29f9
Make Lit Mushroom Grove stats identical to Mushroom Grove
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parent
986d78226b
commit
753ddabc4c
3 changed files with 9 additions and 2 deletions
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@ -250,6 +250,8 @@ Version 1.13.0-dev:
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* Add [has_ally], [has_enemy] to work around issues reported here: http://forums.wesnoth.org/viewtopic.php?f=21&t=40702
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In a side_filter, [has_ally] and [has_enemy] are corrected / simplified versions of [allied_with] / [enemy_of], this
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is an extension of the bugfixes for [filter_vision].
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* Mushroom Grove and Lit Mushroom Grove now favor the terrain with the worst
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movement costs between the base and overlay (bug #21971).
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Version 1.11.11:
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* Add-ons server:
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@ -845,7 +845,8 @@ Most units receive 20 to 40% defense in sand."
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name= _ "Mushroom Grove"
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editor_name= _ "Mushroom Grove"
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string=^Uf
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aliasof=Uft
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aliasof=_bas,Uft
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mvt_alias=-,_bas,Uft
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default_base=Uu
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editor_group=cave, forest
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[/terrain_type]
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@ -857,7 +858,8 @@ Most units receive 20 to 40% defense in sand."
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editor_name= _ "Lit Mushroom Grove"
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string=^Ufi
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default_base=Uu
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aliasof=Uft
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aliasof=_bas,Uft
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mvt_alias=-,_bas,Uft
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light=25
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editor_group=cave
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[/terrain_type]
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@ -69,6 +69,9 @@ Version 1.13.0-dev:
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* Fix unit move continuation if enemy discovered (#21372)
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* Support for total conversions, so called "cores".
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* Partial moves now able to be continued properly in whiteboard (#22231)
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* Mushroom Grove and Lit Mushroom Grove now favor the terrain with the worst
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movement costs between the base and overlay (bug #21971).
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Version 1.11.11:
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* Campaigns:
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