Desert mountains left unchanged, as they require a different solution. Also, one subtle glitch still exists between the lower ends of 1x3 mountains and adjacent restricted single mountains, but that is impossible to fix without breaking layering with forests or cutting the tiles differently.
This removes the need for custom corner images (flat/shore*), and instead uses NEW:GENERIC_CORNER_TRANSITION to create the tiles by masking a single image (water/bottom.png). This results in a pretty subtle visual change.
Fixes the hard cut in the middle of horizontal walls between different castle types. This reworks NEW:CASTLEWALL and other related macros quite a bit. Removed NEW:CASTLEWALL_INTERNAL_OPEN_ENDS and moved its contents directly into NEW:CASTLEWALL.
The n,ne,se,s,sw,nw-style transitions don't work well with transparency, so this makes the transitions corner-based which allows the fade to be longer and smoother.
By adding an optional FLAG argument, many of the existing TRANSITION_COMPLETE_LF calls used to place normal transitions with special flags were possible to turn into NEW:TRANSITION calls.
* Updated unit descriptions for the Orcish Grunt line
* Updated unit descriptions for the Merman Fighter line
* Updated unit descriptions for the Sergeant, Lieutenant and General
* Updated unit description for the Peasant
* Updated unit description for the Royal Warrior
* Updated unit description for Ancient Lich
* Updated unit description for Dwarvish Steelclad
This isn't a perfect solution, since it still results in bridges drawing "over" caslte walls (except Stone Bridges),
which have special bridge <-> castle transitions). That was one of the reasons for 81659462eb, but this at least
prevents transitions from bring cut off. All bridges still draw under non-dwarven castles. In order to properly
get this effect with dwarven castles, the dwarven castle <-> chasm transition images would need to be split into
Castle and Chasm components (currently they're all one image).
This allows almost all castles<->walls combinations to work together visually. The basic idea is to draw cavewalls onto castles, but not draw castle walls onto cavewalls except for specific castle tiles at castle<->wall<->other intersections to fill in the resulting gaps.
wolfrider do use their standard sprite on terrain with 0.3 sumberge, and the water sprite on deeper
However, the wolf (it's the same sprite, just without rider) uses on any water terrain the water sprite
E.g. they weren't working on water with water lilies before.
The terrain codes are now more generic too, for the case somebody wants to make an UMC variation.
Also had a look on other places where terrain codes get used.
* some variations and better cropping for aquatic castle walls
* more castle wall variations and cropping
* uncommented the line disabling the default brown bank images for castle-water transition, to cut down on image-per-hex count