This makes both the standard map border as well as the fake map border terrain be drawn using the same WML rules, which allows them to connect seamlessly with each other.
A dummy IPF ~NO_TOD_SHIFT() is added and used as an easy way to prevent the ToD color-shifting of the border images. This can and probably should be implemented differently in the future, but for now it's a very simple and effective workaround.
This does remove themability of the map border, but that feature is currently unused (even in UMC) and it can be re-implemented differently if the feature is needed. There is also other cleanup still needed regarding themes; the off-map background still remains themable, and the WML for specifying the border tiles still remains in the theme .cfg files.
The call to display::draw_border() which was used to draw the hard-coded map borders is now commented out but not yet removed.
The biggest change from this is that list boxes now keep the selected item
visible when you change the sorting option.
This change also keeps an add-on visible in the new add-on manager after
installing it, which is why I made this change in the first place.
Removes the cave Duelist surprise and Li'sar's sudden reinforcements, makes Fencers and Duelists try to assassinate Konrad (or Delfador if they get the chance), and enlarged the map to give the assassins more room to manouver. Probably needs further balance tweaking based on feedback.
This allows almost all castles<->walls combinations to work together visually. The basic idea is to draw cavewalls onto castles, but not draw castle walls onto cavewalls except for specific castle tiles at castle<->wall<->other intersections to fill in the resulting gaps.