Three terrains for ruined walls: Xur (damaged cave walls); Xor (damaged stone walls); Exos (ruined stone walls, rational for the 'E' is that it's more embellishment than barrier)
* stone border revision
* corner case transitions
* add MP example scenario/map for elevated terrain
* simplify the floodfill
* change ravine from ^Qhx to ^Qhux, for better filtering
* reorganize images
* palisade terrain (*^Eqp) addition
* make Eqf and Eqp play nice
* try to make barrier fence editor tiles clearer
* get specific terrain codes out of the NEW:FENCE rules
* fence terrain macro cleanup
* better transitions for portals/fences
* fix bad Swamp-Icy_Cobble (Ss-Rra) transition
* uncouple crater from desert sands
* different craters (^Dc) for sand, dirt, and ice
* fix some dull snow on Koa and Coa
* make X*^Efs sconce overlay rules symmetric
* different sconces for Xu-style walls (Xo-style was existing type) - minor, graphics only change
(cherry picked from commit d5b5cf1cba)
* some tent variations
* dead great tree variations
* Stone tile (Irs) to water/swamp transition, and raise Irs transition layers over swamp water and underground paths
* change when muted-blue waterfalls are applied
(cherry picked from commit 06b7efd77c)
The files that had bad iCC profiles were the following subset. I ran woptipng
on the files that were checked in at the same time too.
* data/core/images/portraits/monsters/woodland_boar.png
* data/core/images/portraits/undead/zombie-boar.png
* data/core/images/terrain/castle/troll/tile.png
* data/core/images/units/human-loyalists/heavyinfantry-attack-8.png
* data/core/images/units/human-outlaws/bandit-idle-1.png
* data/core/images/units/human-outlaws/bandit-idle-2.png
* data/core/images/units/human-outlaws/bandit-idle-3.png
* data/core/images/units/human-outlaws/bandit-idle-4.png
* data/core/images/units/human-outlaws/bandit-idle-5.png
* data/core/images/units/human-outlaws/bandit-idle-6.png
* data/core/images/units/human-outlaws/trapper-bow-attack1.png
* data/core/images/units/human-outlaws/trapper-bow-attack2.png
* data/core/images/units/human-outlaws/trapper-bow-attack3.png
* data/core/images/units/human-outlaws/trapper-bow-attack4.png
* data/core/images/units/human-outlaws/trapper-bow-attack5.png
* data/core/images/units/human-outlaws/trapper-bow-attack6.png
* data/core/images/units/human-outlaws/trapper-bow-attack7.png
* data/core/images/units/human-outlaws/trapper-bow-defend.png
* data/core/images/units/human-outlaws/trapper-bow.png
* data/core/images/units/human-outlaws/trapper.png
* SotA - units - new sprites for sea captain, including non-skeleton undead version
* SotA - Sc4 Intro revision for ghoul background
* SotA - remove y,z characters from terrain codes, all campaign codes should now end with S.
* core terrain - new iron fence terrain *^Eqf
* SotA S2 - change large custom fence to iron fence
* terrain graphics - fix sconce/candle overlay on south-facing corners
* terrain graphics - some fixes and minor additions to stone walls, mostly Xot^Edb
* new terrain - add 'Xof', overgrown walls
* terrain graphics for Xof^Efm - flowers on walls
* terrain graphics - fix broken molding in standard stone wall
* terrain graphics - fix molding on catacombs
* units - adult scorpion variant portrait
* units - revised portrait for naga dirkfang
* terrain - some dwarf castle floor transitions that were forgotten
* units - Revisions to Giant Scorpion portrait
* Terrain - Ias - stone floor variation
* terrain - Xoa - Ancient stone walls
* terrain Xoa - more complete transition image set
* terrain - Ias, Xoa - minor additions and touch-ups
* revisions to mushroom terrain graphics to fix#4453
* make ^Tf overlay better mesh with water
* some touch-ups and more variety
* add some texture to base mushrooms
* new stone wall terrain variation -> catacombs
* Xot catacombs wall touchup and Efs flames overlay variation (candle)
* minor variations of walls can be spaced every other SE/SW facing panel
* make flames/torches overlay more responsive to type of wall variants if they are mixed
* Xot^Edb can now put skeletons in the SE/SW catacomb holes
The image is a fully opaque letter, but leaving many completely transparent
pixels to see the underlying hex. When replacing the old mushroom overlay, it's
helpful to be able to easily recognise the base terrain.
The new images weren't supposed to go into 1.14, but the updates to the existing two hut images can remain.
This partially reverts commit a55e5228b2.
(cherry picked from commit 556d9ffb91)
* revised and additional snowed hut villages, with night-light TOD variations
* remove spaces to keep column alignment
(cherry-picked from commit 9042b0beb7)