The link with details about individual compaigns is useful to players,
even if they aren't looking to become translators. So move it upwards.
The text about first-time players seemed confusing to me, as the choice
is already limited to languages that the player can read. Reworded it,
but after discussion in the PR, neither version was better than just
removing it.
Currently for the vertical listbox only, since it does have some quirks. Removes the assert in the "show" policy checking if the callback is null. It won't be for the listbox, but doesn't really matter since it's not used.
Namely, it not working. At this point, the viewport had already been set to the local coordinates of the widget, so the draw origin needs to be 0,0, not the widget's position in screen space.
Many turns into EI S17b, a pre-existing lich changes sides and transforms into Mal-Ravanal.
Before this commit, this process would un-capture any villages previously captured by that side, causing Mal-Ravanal to waste turns retaking them.
To complete EI's S06b, the player must fight through a necromancer and his bodyguards. Prior to this commit, the necromancer's bodyguards did not vary by difficulty, making Easy disproportionately difficult.
Other leaders do not need to be fought directly to win. In addition, this is an optional mission labeled as more difficult. Therefore, I haven't adjusted other leaders' guards' difficulty scaling.
https://forums.wesnoth.org/viewtopic.php?t=57915
S04b's alternative objective involves collecting herbs that semi-randomly spawn around the map, hidden under fog. Herbs spawn in all directions, but the map layout and scenario design can lead players to expect herbs to all be in the east. This objective note clarifies herb placement.
https://forums.wesnoth.org/viewtopic.php?t=57915
Lua was getting this variable without being told it is a number rather than a string. On some systems it is interpreted as a string which breaks this monster spawner code and throws Lua error messages onto the player's screen.
EI's S09 has a small pile of gold some distance off the main path, visible through the shroud.
Without a label, players may over-commit units/upkeep to getting the gold without realizing it's only a small amount, and possibly worth skipping.
Units with traits may sometimes have quick and may sometimes not have quick. This causes civilians to randomly block certain castle hexes that the player can use to recruit.
Remove traits to prevent this random blocking. Increase MP 4->5 to prevent 2 castle hexes from always being blocked.
have external access to the preferences go through explicitly named accessors as much as possible rather than directly using get() and set(). also have the general preferences file directly use its `prefs` config.
it's a pet peeve of mine, but the name of a type is ie "toggle_button*" aka toggle_button pointer. the asterisk or ampersand is part of the type and should be separated.
The current S16 achievement requires that the player don't recall any units or have any items.
Some items are undroppable, which can make this achievement impossible if you give one to a loyal auto-recalled unit early in the campaign.
This PR alters the achievement to only care about droppable items.
* Redesigned the version dialog to serve as a general purpose About dialog.
* Credits button removed from title screen
* Moved community dialog contents to about dialog as new tab
Co-Authored-By: Pentarctagon
* Bugfixes to the tab_container widget
* Success indication mechanism on copy buttons