There are no callers in mainline. The functions are not meant to be called directly at all – for each, there are wrapper functions that are intended to be called instead, which are still exposed.
This is a series of mostly minor changes to the encyclopedia:
- The Wesnoth Calendar has been renamed to Wesnothian Calendar.
- The calendar page now explains YW, BW, and AF. As far as I’m aware, these are not explained in-game despite their use.
- The unused file drakes.txt has been removed.
- The Great Ocean section now mentions the drakish name World Ocean and some drakish mythology from drakes.txt.
- The Great River page has had a section on the Ford of Abez added. This is partly copied from the wiki (section copied appears to have been added by Esr, 8 October 2008)
- Morogor has had Mount Krogor been added as a notable land feature in the encyclopedia, taken from drakes.txt.
- The Green Isle section has been greatly expanded to include details on settlements and terrain. I thought it would be useful to have this, as the Green Isle is the original home of the Wesnothians and a major part of the setting of TRoW.
- Added a short sentence on the Old Continent being the original homeland of orcs and humans.
- Westin has been added to the Wesnoth page.
- The Isle of Alduin has been added to the Wesnoth page.
- A section on the Green Swamp has been added to the Wesnoth page. This is copied from the wiki. (section copied appears to have been added by Octalot, 21 September 2021)
- The section on notable cities for the Southwestern Elves has been removed due to the lack of known cities in the region.
- The Northlands description has been modified.
- The local orcish names for the Heart Mountains are now mentioned on the page for the Heart Mountains.
- Tirigaz and Jotha now have short one-sentence descriptions.
- The Desert of Death has been added to the far north section.
- Various land features from the far north have had short descriptions added.
- A section on the Far South has been added. It does not expand much on current lore except for some mentions of monsters. It only includes the Mountains of Peril, Sandy Wastes, and the Black Forest (moved from Southwestern Elven Lands and slightly modified) and is intenced to be very vague to allow UMC creators to imagine details of the Far South.
This comment existed when the unit was still in EI campaign. It's been moved to core ages ago and yet, the comment, now no longer relevant outside of EI still persisted...
This allows permanently hiding the obnoxious help text tooltip that
constantly dances between the top and bottom of the screen depending
on what you're doing in the editor.
Icons provided by babaissarkar.
* New "Apply" button in preferences dialog that is used to quickly apply the GUI2 theme, no restart needed.
* gui initialization reorganized a bit. gui2::init() now responsible for reading themes from file only. Actual theme switching and activation done by gui2::switch_theme(). preferences dependency removed from gui and moved to caller of gui2::init(). gui2 tests updated accordingly.
These may be less efficient in some cases, and there's even a couple of degenerate cases, but it's definitely easier to use like this.
This also adds an example of the original method, using a string to reference a separate list.
Even tests that don't have "_bug" in the name shouldn't prevent
intentional changes to behavior, I've added a paragraph about that.
Rewrite the non-reservation of "break" and "error" for clarity.
* Eastern Invasion
* fixed Gweddry having the wrong HP values
* fixed the king being neutral instead of lawful
* fixed "Dark Shape" being neutral instead of chaotic
* the king can no longer wield the plague staff
* the king and generals can no longer recall undead veterans
In EI S11, the player encounters an orcish warlord named Dra-Nak. If not killed in S11, he continues pursuing the player in S12, but the current S12 gives him different traits and a different portrait. This PR fixes the issue.
EI's S17b has a gold refund mechanic, allowing enemies to build up large gold reserves in certain situations.
When gold gets high, enemies are supposed to start recruiting higher-level units so they can spend it faster. The former implementation had some inconsistent issues; this should restore the intended behavior.
In EI's S99, you gain gold from defeating and capturing hostile drakes. The drakes are physically moved to prison cells in the middle of the map.
Previously, the player could continue capturing drakes even if the prison cells were captured by enemies. This made it a strong strategy to abandon the center and turtle up in a corner of the map. Additionally, the prison cells stayed locked with prisoners inside.
This PR fixes this issue. This also adds 2 new strings; I'm planning to backport to 1.18.2, as this is arguably a bugfix.