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
This commit is contained in:
Ignacio R. Morelle 2014-07-13 21:15:03 -04:00
parent 986d78226b
commit 753ddabc4c
3 changed files with 9 additions and 2 deletions

View file

@ -250,6 +250,8 @@ Version 1.13.0-dev:
* Add [has_ally], [has_enemy] to work around issues reported here: http://forums.wesnoth.org/viewtopic.php?f=21&t=40702
In a side_filter, [has_ally] and [has_enemy] are corrected / simplified versions of [allied_with] / [enemy_of], this
is an extension of the bugfixes for [filter_vision].
* Mushroom Grove and Lit Mushroom Grove now favor the terrain with the worst
movement costs between the base and overlay (bug #21971).
Version 1.11.11:
* Add-ons server:

View file

@ -845,7 +845,8 @@ Most units receive 20 to 40% defense in sand."
name= _ "Mushroom Grove"
editor_name= _ "Mushroom Grove"
string=^Uf
aliasof=Uft
aliasof=_bas,Uft
mvt_alias=-,_bas,Uft
default_base=Uu
editor_group=cave, forest
[/terrain_type]
@ -857,7 +858,8 @@ Most units receive 20 to 40% defense in sand."
editor_name= _ "Lit Mushroom Grove"
string=^Ufi
default_base=Uu
aliasof=Uft
aliasof=_bas,Uft
mvt_alias=-,_bas,Uft
light=25
editor_group=cave
[/terrain_type]

View file

@ -69,6 +69,9 @@ Version 1.13.0-dev:
* Fix unit move continuation if enemy discovered (#21372)
* Support for total conversions, so called "cores".
* Partial moves now able to be continued properly in whiteboard (#22231)
* Mushroom Grove and Lit Mushroom Grove now favor the terrain with the worst
movement costs between the base and overlay (bug #21971).
Version 1.11.11:
* Campaigns: