S6: don't use Dwarvish Castles, because dwarves are far away
S16: use Troll Encampment
S19: so many castles – turn some into Undead Encampments
S20: add a second keep to the allied castle for player
Side 3 is the Saurians, the effect of this is just to have the very first
enemy that appears have blue reins instead of green reins during the
move_unit_fake. Only noticed it because I was adding wmllint:recognize
lines for each side's leader.
Otherwise the shroud doesn't update until the unit moves again. When
teleporting that could lead to the unit being stuck in a shrouded location,
although that's unlike to happen except when running around the map using debug
commands.
In S11, if the player tries to attack Li'sar then there are supposed to be four
events adding extra guards. Two of them didn't trigger, because the [have_unit]
calls were trying to match her id with a typographic quotation mark.
One change in the opposite direction, where the displayed name could have a
non-typographic quotation mark; this might only happen when using choose_level
to reach a scenario with NEED_LISAR before her unit is on Konrad's recall list.
Remove a CLEAR_VARIABLE that was obsolete since 7778e6f4.
Refactor to using location_id for the location of the book, because it appears
multiple times in the .cfg file.
An edge case to this edge case: if DV's turn starts with DV next to the book
and one of DV's units on the book, DV doesn't move until the next turn. This
was also true if the unit moved to attack something, and works in the player's
favor, as it gives Malin an extra turn to grab the book, so I'm treating it as
a feature.
If DV does grab the book, explicitly say in the objectives that it's now a race
to the escape tunnel. The sequence for that is:
* DV takes the book (no messages at all)
* silently update objectives (escape to win, same as Malin taking the book)
* player ends turn
* DV moves, Malin asks if he's going to be left behind
* start of player's next turn: objectives shown (race to win)