* gave the Fugitive the concealment ability (village hiding)
* increased the XP requirement to advance to the Fugitive from 77 to 120
* decreased the melee attack of the Fugitive from 12-2 to 11-2
* decreased the ranged attack of the Fugitive from 8-4 to 7-4
* streamlined the changelog layout
...new button and slider to switch unit idle animations on and off and
set their frequency (adresses bug #9024), changes are applied only
after the next idle animation of a unit (and for new units), maybe we
need a loop over all units after a preference change
...the bugs weren't there.
Fixed the scenario by calling redraw.
Fixed redraw to also update the terrain if required.
The [terrain_mask] now also uses the normal update framework.
This fixes bug #9817 properly.
...which shows the basic game settings for each player. Unfortunatly
the current dialog implementation seems to allow only 2 functional
buttons together with a (menu)list, so I had to move the "Ok" button
which allows you to scroll to the selected leader to the second
screen.
I hope this feature is not used too often, so it's ok there ...
I have mostly tested the "Game Settings" display with multiplayer games, please
test it with scenarios which have more special WML settings.
* When use 'map settings' is selected, map settings can no longer be
changed, if not defined in the map the general default is chosen.
* When cancelling the MP create the changed preferences are no longer
saved.
* When the MP create is accepted with 'use map settings' the map setting
parameters are no longer stored as the new preference.
* There need to be some more cleanups in the GUI and already started to
discuss those with Uso and Soliton but they will follow later.
Player changelog cleanup.
The resize option can now also use the surrounding tiles to expand the
map in a smart way, this is the default.
The map editor can now also shift the origin of the map when resizing.
Tested with SP and MP (2p Blitz.)
The MP behavior is unpleasantly laggy. I don't know if this can be fixed
or even if it's related to this change; somebody who knows the MP code
should look into it.
instead the terrain is read as 'void' and an ingame message is shown
Ivanovic please check whether I added terrain_translation.cpp properly
and whether the multiline string in terrain_translation.cpp is working
properly with gettext.