Made it impossible that the undead leader can advance to a lich - though you do
sth. badly wrong if he advances at all. Also, some more 1.13 syntactic sugar.
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That way less events need to be duplicated in scenarios.
It also does not include the full Hylas death event in S7a to S9a.
Previously the Jarek event was not present in one of the final scenarios,
now both include it, but the shorter variant of it.
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If no suitable forest hex is found, the radius of the locations considered is
extended instead of placing the unit next to Ethiliel.
Also, a change of behaviour:
* non-free hexes will not be considered
* the bodyguards won't be placed adjacent to other units, like the ambush
ability works normally
* this includes Ethiliel
In general that means that units may be placed farther away than before.
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This adds on the one hand a second leader with secons keep in the same caslte.
for the same side, on the other hand ich changes the speack when they die.
They adverturers are not assuming they killed the undead masters anymore if they
saw the lich before.
(mentioned in #1954)
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This follows the earlier commit which unified side 2 and 3.
In the first rounds the AI behaves like former side 3, later like side 2.
This is seemlessly possible, because side 3's AI settings were having practical
effect at the beginning of the game, and side 2's conflicing settings don't come
into action before the recruited troops met the ones of the player.
(bug #3032)
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(FR #3316)
This includes changing when the overlays and ellipses for the hero units are
changed, and for better testing part of the event is split into a victory event
in S6a.
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- The peasants told Deoran to go for the already defeated bandit leader.
- The pesants were useless at that time - they are now instead spawned when
defeating the bandit leader or when Deoran arrives, whatever happens first.
They may still have a fight with remaining bandits – or provoke their attack.
- The dialogue when reaching the citadel after having defeated the bandits got a
slight change, to better switch to the victory dance event.
(issue #1954)
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...which it neither burns or captures.
The AI has two sides which are presented as one to the player. It's not the best
approach, because it is possible that the player realizes it looking at the side
informations, e.g. how many units the enemy side has listed there.
This commit unifies both sides, while still keeping the units from formerly side
3 being unable to burn villages, but, as now being in a side with a leader, they
can capture them.
An advantage of having two sides was, that the units could have different AI
settings, and that the leaderless side was not interrested in villages.
The AI settings will be adressed in a seperate commit.
(bug #3032)
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Ethiliel remains on side 3, but a copy of her is added to the player's recall
list for next scenario. The loyal trait is obtained at that point.
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This is one of the few cases where it is not only a refactoring, but has
an actual advanatge to use [show_if] - the note can be removed from the
objectives witout showing them to the player.
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According to po comments in S1, Baldras is Harper's mother's brother.
Also change "mom"/"dad" to "mother"/"father" to match the general
medieval setting of dialogs.