* to enable playing the path in debug mode
* set the betrayed friend variable in S5
* overwrite redruits and gold
* use lua for unit transformations
* clean up code in S5
* fix ellipse change having no effect (probably since 1.12)
* work around bug 3172
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This has the advantage that they use the same help page as newwly
recruited ons, and their advancement options are correctly shown there.
The transformation code is taken from SotA S18
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This will make enemies recruit equally many lvl1 and lvl2 units, thus decreasing the amount of units overall and making it less feasible to last indefinitely due to hordes of lvl1 units blocking better damage-dealers from reaching player units.
This merely patches the worst problems (multiple successive [endlevel] calls, inconsistent [endlevel] contents, recursive elf die event, lava fills visually broken); ideally the whole scenario should be rewritten and redesigned.
The mask changes only consist of re-sizing them to match the map size.
* castle of the southwestern leader has been moved down a bit
* fixup for gate event and troll die event not properly working
* give dwarves more gold if they are in trouble, increased income of trolls
* added micro AIs, currently not working as expected
* other minor map edits
* removed patch 9b9aa13 for #3073, the village had been moved down one hex
for visual reasons
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This allows player 3 to send more enemies against the human player sooner. If this is an issue, may be necessary to consider changing the scenario wml to delay this player spawning by a turn.
* removing horses from text strings - replaced with dustboks
* adding a riderless dustbok to monsters race, needs description and probably other adjustments
* removing disengage ability and translation mark from dustbok unit file
* adding #po translation hint for name
* make north gate obvious to players
* mitigate bridges transition
* use less human castles
* don't break northern train line
* move the bridges in the Trolls keep farther behind, to be less
vulnerabe to the northern leader
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