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.
EI's S11 and S99 have prison cells, one of which has an unintended backdoor entrance via an unwalkable deep water river. Flying units are involved in these scenarios, and can possibly fly into the cells through this unintended backdoor.
This PR changes the map hexes from unwalkable to impassable.
Appears to be unused, and is still Python2 code. To be Python3, these
lines need to change:
- f = file(fn)
+ f = open(fn, encoding="utf-8")
- gettext = f.read().decode("utf8")
+ gettext = f.read()
Even knowing how to make it work, it still doesn't seem useful to keep.
wmlunits uses html_output.Translation, but that's not this class. It's
a wrapper around Python's standard gettext library, in html_output.py.
dawn.png was leftover from the Time of Day being shown with an overlay
image; 074e157400 removed dusk.png and
night.png. The image itself should be a transparent blue hexagon, but
the alpha channel was corrupted, and so it appeared completely
transparent.
In copyrights.csv, make the capitalisation of Kitty's name consistent,
and attribute the orb-disengaged.png image.