An earlier change from blade to arcane for the Paladin's Holy Sword made the Flaming Sword ineffective and he was removed from the list of unit types allowed to take the sword.
This re-instates Paladin by changing the effect filter. I checked all CURRENT units and minimized the filter so the Flaming Sword only effects the swords and the sabre Li'Sar uses.
When the path was not known (due to change_level) the big map assumed the wrong defaults. Now, it follows the default route from [scenario] next_scenario=
5 seconds is too long. I'm always wondering what's up, forgetting about the upcoming drake. A shorter pause works just as well and has less chance of causing the player to wonder what's wrong.
It does not do anything for a Paladin, so removed him from the allowed users. Added a hint when a unit moves within two hex. Added a remark when finding it so it does not just ask what to do with it, and made that question less generic.
It's jarring and most players will figure it out on their own. For those that look, have it silently change to remove the note about Delfador concentrating.
When finding the Cuttle Fish, use the lowest-level unit to comment about it. Exclude Mages and Shaman (they are not surprised since they're well-versed in lore); include Kalenz and Konrad as possibilies. Since Konrad and Kalenz are included, the line will always be spoken.
Use radius for warning zones. Allow water approach, so no warning is given to sea monsters unless they move onto the beach. Put units in place instead of smooshed to left edge of map. Adjust the warning comments. Actually swarm the attacker. Add a swarm if Li'sar is attacked. No comment unless Li'sar is killed by one of Konrad's forces.
Order the type list to prefer higher-level. Within level, prefer the order they were met, oldest first.
If there is no advisor (no recalls at all) recruit an Elvish Fighter for the part.
You know, I never noticed that Bugg changes until I read the code. Usually, the camera won't be on Bugg when he changes.
Pan to Bugg, wait a moment, and use the animations for kill and recruit so the player actually sees Bugg change.
If the defender has multiple weapons at the range of the attacker
weapon, choose_defender_weapon calculates the combat outcome and
attacker_combatant_ is set. We still need to check the attack weapon
for the [disable] special in this case.
The added conditional only checks whether the [disable] tag is present.
If so, weapon 0 is not automatically assigned. It is then checked in
the following whether the tag is active.
This fixes bug 22179.
this fixed keyboard (arrowdownkey) scrolling in the campaign list dialog
and maybe in other listboxes or treeviews too.
This reverts commit 1209a2fb5b.