Changed Random Map (Desert) to use new desert environment,
...and tweaked distribution of terrains. Some reordering of entries in changelog
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2 changed files with 50 additions and 55 deletions
20
changelog
20
changelog
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@ -39,9 +39,11 @@ CVS HEAD:
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* Elvish High Lord
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* take advantage of libzipios++ if available, to read cfg files, maps,
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images, sound effects, and fonts from zip files
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* fixed missing Deathblade in multiplayer
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* downloaded campaigns no longer require a restart to be able to play them
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* multiplayer game settings (map name, gold per village, ...) are saved now
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* multiplayer improvements
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* multiplayer game settings (map name, gold per village, ...) are saved now
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* fixed missing Deathblade in multiplayer
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* Random Map (Desert) uses new desert environment; also tweaked
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* new units:
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* Javelineer
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* unit balancing:
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@ -54,9 +56,13 @@ CVS HEAD:
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* Saurian Skirmisher: Increase cost to 14 gold
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* Wraith, Spectre: reduce resistance to blade, pierce, impact by 20%,
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increase HP by 10%
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* Tentacle of the Deep: Change movement type to 'float'
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* Poacher: Reduce cost to 14
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* Tentacle of the Deep: Change movement type to 'float'
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* Flying creatures can now cross canyons
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* Scenario revisions in Heir to the Throne:
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* fixed typo in HttT's Mountain Pass
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* fixed misspelled description in 'Return to Wesnoth'
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* fixed sign glitch in The Rise of Wesnoth
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* Blackwater Port- Make the port look like more of a port, other minor
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changes that mute each other out
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* The Isle of Anduin- Extend shallow water around the Isle, remove the
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@ -70,13 +76,14 @@ CVS HEAD:
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* The Crossroads- New map, weaker more diffuse ambushes, and less gold for
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the Orcs
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* The Princess of Wesnoth- Minor map changes, and made the scenario harder
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* Set passive_leader=yes in 'The Princess of Wesnoth'
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* Set result=continue in 'Plunging into the Darkness'
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* Scenario revisions in The Rise of Wesnoth:
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* Reduce the difficulty of TRoW on 'Hard' particularly, and reduce the
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difficulty slightly on 'Easy' & 'Normal'
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* A New Land - Sync with the map from Bay of Pearls
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* Cursed Isle- Sync with the map from Isle of the Damned, make the temples
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match locations
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* flying creatures can now cross canyons
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* updated unix manpages
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* "," is no longer the column separator, it does not have to be escaped
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anymore in some translations, "=" is the new separator
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@ -87,13 +94,8 @@ CVS HEAD:
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* fixed untranslatable strings
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* fixed "damage inflicted" statistic (incorrectly computed when defending)
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* fixed missing diagonal projectiles on many units
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* fixed sign glitch in The Rise of Wesnoth
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* fixed typo in HttT's Mountain Pass
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* fixed {CROSS} in 'Temple of the Deep'
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* fixed the description of the 'Ghost'
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* fixed misspelled description in 'Return to Wesnoth'
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* Set passive_leader=yes in 'The Princess of Wesnoth'
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* Set result=continue in 'Plunging into the Darkness'
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* remove obsolete tools: make_translation merge_translations
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* remove obsolete id= for messages in TRoW & HttT
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* remove old unused images:
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@ -40,7 +40,7 @@
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temperature_iterations=2000
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temperature_size=4
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default_convert=d
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default_convert=I
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roads=3
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road_windiness=3
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@ -49,19 +49,19 @@
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#different heights, from highest to lowest
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[height]
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height=600
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terrain=m
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terrain=M
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[/height]
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[height]
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height=500
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terrain=h
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height=450
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terrain=J
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[/height]
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[height]
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height=100
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terrain=g
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height=150
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terrain=G
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[/height]
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[height]
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height=30
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terrain=d
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height=120
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terrain=I
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[/height]
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[height]
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height=5
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@ -72,45 +72,38 @@
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terrain=s
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[/height]
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#swamp appears on low land, at moderate temperatures
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#[convert]
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#min_temperature=300
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#max_temperature=700
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#max_height=300
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#from=g
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#to=w
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#[/convert]
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[convert]
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min_temperature=100
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max_temperature=600
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from=g
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to=d
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min_temperature=150
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max_temperature=200
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from=G
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to=T
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[/convert]
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[convert]
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min_temperature=400
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from=g
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to=f
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min_temperature=150
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max_temperature=600
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from=G
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to=I
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[/convert]
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#road costs
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[road_cost]
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terrain=g
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terrain=G
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cost=10
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convert_to=r
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[/road_cost]
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[road_cost]
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terrain=d
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terrain=I
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cost=15
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convert_to=r
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convert_to=E
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[/road_cost]
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[road_cost]
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terrain=f
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terrain=T
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cost=20
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convert_to=r
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convert_to=E
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[/road_cost]
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[road_cost]
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@ -121,15 +114,15 @@
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[/road_cost]
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[road_cost]
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terrain=h
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terrain=J
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cost=30
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convert_to=r
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convert_to=E
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[/road_cost]
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[road_cost]
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terrain=m
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terrain=M
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cost=50
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convert_to=r
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convert_to=E
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[/road_cost]
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#define MIN_COST_ROAD X
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@ -148,42 +141,42 @@
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[village]
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terrain=g
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terrain=G
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convert_to=v
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adjacent_liked=gccccccc|/\RRrrtvhf
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adjacent_liked=Gccccccc|/\RRrrEEtvJT
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rating=8
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[/village]
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#villages in desert
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[village]
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terrain=d
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terrain=I
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convert_to=B
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rating=5
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adjacent_liked=dgccc|/\RRrrtvhf
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adjacent_liked=IIGccc|/\RRrrEEtvJT
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[/village]
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#villages in forest are Elvish
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#villages in forest are Elvish - and still in Tropical forest awaiting a Jungle hut terrain
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[village]
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terrain=f
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terrain=T
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convert_to=t
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rating=4
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adjacent_liked=gccc|/\RRrrtvhfff
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adjacent_liked=GIccc|/\RRrrEEtvJTTT
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[/village]
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#villages in hills
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[village]
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terrain=h
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convert_to=a
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terrain=J
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convert_to=U
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rating=4
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adjacent_liked=gccc|/\RRrrtvhf
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adjacent_liked=GIccc|/\RRrrEEtvJT
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[/village]
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#villages in mountains
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[village]
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terrain=m
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convert_to=b
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convert_to=U
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rating=3
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adjacent_liked=gccc|/\RRrrtvhf
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adjacent_liked=GIccc|/\RRrrEEtvJT
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[/village]
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#mermen villages - give them low chance of appearing
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[/village]
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[castle]
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valid_terrain=dgfh
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valid_terrain=IGTJ
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min_distance=12
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[/castle]
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