Show ability of a selected unit as active/inactive with respect to
mouseover hex. For example, selecting an Elvish Ranger that stands on a
forest and highlighting a water hex should show the "ambush" ability in
gray.
This also affects line breaks. There's no point in displaying confusing
errors to the player in the off-chance that they manage to introduce
leading or trailing whitespace in the username field. The server doesn't
accept whitespace but that doesn't mean we can't try to guess what the
user really meant to do, and extra whitespace around a name is a pretty
trivial mistake to make.
The password field, on the other hand, ought to accept it since it's
possible to even have line break characters in it (as tested with
Firefox on the live phpBB registration form for forums.w.o).
data/core/editor/items.cfg defines the names for the items. The file is
included by data/core/editor/_main.cfg, which has a #textdomain binding
to wesnoth-editor at the top. The strings end up bound to that
textdomain by the game, but wmlxgettext doesn’t have any way to see this
so it binds them to the default textdomain instead, which is wesnoth,
not wesnoth-editor. The game ends up looking for the strings in
wesnoth-editor instead.
The easiest solution right now is to explicitly bind items.cfg to the
wesnoth textdomain so as to not require moving catalogue entries in the
po files around to wesnoth-editor. It really should've been
wesnoth-editor in the first place but it's too late to fix that now
without giving translators a migraine. It's a pity either way given how
useless the scenario editor is in practice.
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ipv6 address must be specifid surrounded by [], like [ipv6_address]:port,
since otherwise impossible to disambiguate colons separating ipv6 quads
from the colon delimiting port
The old syntax for using a custom cost function ignored teleports/tunnels. Using calculate= in the path options table allows also setting the ignore_teleports option (but in this syntax it defaults to 'false', so it does not need to be done specifically).
The RCA AI main_loop stage prevents infinite candidate action loops by blacklisting CAs that do not change the game state. However, the different stopunit actions previously always marked the game state as changed, even when used on units which already did not have moves and/or attacks.
When an MP game is saved and then reloaded from the MP Create Game screen, one goes through the Game Lobby screen which gives the option of changing controllers and AIs for the different sides. Previously, this added an AI stage in front of the already existing AI for all computer player sides. This effectively replaced the existing AI.
This commit adds an option "Keep saved AI" to the Computer Player selection menu (when loading games only) and makes it the default. It does nothing to the AI config if this is chosen, otherwise it uses the new AI and also removes the old AI stages from the config.
This fixes#3791.
This is simply to document the current state. If someone wants to
forward that revision, go right ahead, and I'll then revert this
changelog commit.
See #3603
Support ['specials'] in abilities except plagues, heal_on_hit and swarm, which emulate the weapon specials with [affect_adjacent] in option and the possibility to affect all weapons filtered (used with 'Initiative' in HttH or 'Formation' in UtBS). (Don't put filter_weapon in 'filter_self/opponent' like in true weapons specials.)
Closes#3630Closes#3620
On the third and subsequent playthroughs of Endless Night, Mal Keshar
has learned from the ending of SotA, and can leave the book to be
taken by the foolish hero's army. This text doesn't handle the unit
that picks up the book being the hero themselves, but the hero seems
to be using the normal boss AI of staying near the castle so that
probably won't happen anyway.
He learns how to lichify level 3 necromancers at the start of the
first playthrough, which fits better with the backstory of the book.
The png icon for this is copied from SotA.
This would close issues #3165 and #3167.
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