Add new mushroom base terrain and make the overlay have mixed defense (#4299)
Thanks to @doofus-01 for the mycelium terrain graphics.
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data/core/images/terrain/forest/mushroom-base-s-sw.png
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@ -152,7 +152,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:FOREST H*^Fma,M*^Fma {SMALL_FOREST_FILTER} forest/mixed-winter-snow-sparse}
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{NEW:FOREST *^Fma {SMALL_FOREST_FILTER} forest/mixed-winter-snow}
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{NEW:FOREST *^Uf* {SMALL_FOREST_FILTER} forest/mushrooms}
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{NEW:FOREST (*^Uf*,*^Tf*) {SMALL_FOREST_FILTER} forest/mushrooms}
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#undef SMALL_FOREST_FILTER
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@ -350,7 +350,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:FENCE *^Eff embellishments/fence}
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# Illuminated caves
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{NEW:OVERLAY (*^Ufi,*^Ii) cave/beam FLAG=light LAYER=1}
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{NEW:OVERLAY (*^Ufi,*^Ii,*^Tfi) cave/beam FLAG=light LAYER=1}
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# Wall sconces or torches
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{NEW:WALL_FLAMES_OVERLAY (X*^Efs) walls/stone/flames/sconce}
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@ -439,6 +439,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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#
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# Flat base terrains
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{NEW:BASE Tb forest/mushroom-base LAYER=-319}
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# The first grass tile of each kind is the most standard and generic one, thus it appears more frequently to space out the rest
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{NEW:BASE_P Gg 20 grass/green}
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@ -841,6 +842,9 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION (Ms,Ha) (W*,S*) -171 hills/snow-to-water}
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{NEW:TRANSITION (Ms,Ha) (!,Ha,Qx*,Mm,Ms,Md) -172 hills/snow}
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{NEW:TRANSITION (Tb) (!,M*,Tb) -184 forest/mushroom-base}
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{NEW:DISABLE_TRANSITION (R*,G*,H*,U*,A*) (*^Uf*,*^Tf*)}
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{NEW:DISABLE_TRANSITION (R*,G*,H*,U*,A*) (*^Uf*,*^Tf*) FLAG=inside}
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{NEW:TRANSITION (Mm,Hh) (!,M*,Hh,Ai,W*,S*) -180 hills/regular}
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{NEW:TRANSITION (Md,Hhd) (!,M*,Hhd,Ai,W*,S*) -183 hills/dry}
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{NEW:TRANSITION Hd (!,Hd,Qx*,W*) -184 hills/desert}
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@ -940,13 +940,39 @@ Most units receive 20 to 40% defense in sand."
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[terrain_type]
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symbol_image=forest/mushrooms-tile
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id=fungus_grove
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id=fungus_grove_old
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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=Tt
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default_base=Uu
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editor_group=cave, forest
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hidden=yes # deprecated, only kept around so old maps still work
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[/terrain_type]
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[terrain_type]
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symbol_image=forest/mushrooms-beam-tile
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id=fungus_beam_old
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name= _ "Mushroom Grove"
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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=Tt
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light=25
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editor_group=cave
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hidden=yes # deprecated, only kept around so old maps still work
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[/terrain_type]
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[terrain_type]
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symbol_image=forest/mushrooms-tile
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id=fungus_grove
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name= _ "Mushroom Grove"
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editor_name= _ "Mushroom Grove"
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string=^Tf
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aliasof=_bas,Tt
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mvt_alias=-,_bas,Tt
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default_base=Tb
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editor_group=cave, forest
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[/terrain_type]
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[terrain_type]
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@ -954,13 +980,24 @@ Most units receive 20 to 40% defense in sand."
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id=fungus_beam
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name= _ "Mushroom Grove"
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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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string=^Tfi
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default_base=Tb
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aliasof=_bas,Tt
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mvt_alias=-,_bas,Tt
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light=25
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editor_group=cave
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[/terrain_type]
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[terrain_type]
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symbol_image=forest/mushroom-base
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id=fungus_floor
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name= _ "Mycelium"
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editor_name= _ "Mycelium"
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string=Tb
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aliasof=Tt
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editor_group=cave
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[/terrain_type]
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[terrain_type]
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symbol_image=cave/hills-variation
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id=rocky_cave
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@ -2721,7 +2758,7 @@ For those who go by land or sea, a bridge is the best of both worlds — for gam
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id=fungus
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name= _ "Fungus"
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editor_name= _ "Fungus"
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string=Uft
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string=Tt
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hidden=yes
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help_topic_text= _ "<italic>text='Mushroom groves'</italic> are vast underground forests of giant mushrooms, which thrive in the damp darkness. Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks. Mounted units, however, become completely mired and lack proper freedom of movement in combat. Undead units have a natural affinity for decay and function quite well in mushroom forests.
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