* revise I-type terrain codes so they can be filtered with wildcard
* update the few MP maps using these I-type codes
* update the few campaigm maps using these I-type codes
* stone border revision
* corner case transitions
* add MP example scenario/map for elevated terrain
* simplify the floodfill
* change ravine from ^Qhx to ^Qhux, for better filtering
* reorganize images
Bot-hosted games are now shown in a separate tab from player-hosted games, based on the new auto_hosted attribute on the game creation WML. This is not something that's available to be selected during game creation since it's assumed it will instead be set by the bot implementation. Note that this isn't *really* putting games into two separate tabs, it just looks that way for UI/UX reasons.
Resolves#6939
* DiD S8: Handle situations where factions have not yet appeared (resolves#7005).
* Convert 'arrived' flags to booleans.
* DiD S8: po hint to clarify 'Dela's men'.
* Accommodate feedback by getting rid of all the new work and just removing any reference to paladins or Dela altogether. Conversion of flag to boolean remains, however.
The method used in the battle_outcome() function is somewhat simplified compared to the default engine calculation and faster in the vast majority of cases, but it can become extremely slow when the combined number of strikes of the attacker and defender is very large.
We're had at least two people look at the "good first issue" list, pick up
the wmllint warnings, open a PR, and then get a response that these .pngs
shouldn't be added by default. That's not a welcoming introduction.
IIRC we didn't get full consensus that these should never be added, but I
think it's time to open a "just drop that code, no options" PR. If someone
wants it back in a subset of circumstances, they can always create a PR to
readd it along with adding an option to enable it.
From [this post](https://forums.wesnoth.org/viewtopic.php?p=675918#p675918)
Simplify speech style
Simplify objectives
Lore books give experience to their discoverer
Cuttlefish advance to Krakens
Add Storm Daemon
Rebalanced Normal difficulty mode to be easier
Rebalanced Difficult difficulty mode to be harder
Rebalanced Nightmare difficulty mode to be more self consistent
Intendants now have normal loyal trait
S1: Add a further dialogue hint that oases heal
S4: Dialogue hints for strategic weaknesses of each mermish commander
S6: Give player a couple level 2 clashers
S9: Critical fixes for bugs that could make this scenario unwinnable
S10: Fix bug preventing gryphons from spawning after dwarf tunnels collapsed
* Changed FADE_TO_BLACK to SCREEN_FADE_OUT
* Updated the red [color_adjust] to [screen_fade]. Also tweaked the
timing to make it flow smoothly.
* Removed the now-unnecessary kill tag used to hide units before
the fade.