Follow-up Comment #3, bug #11295 (project wesnoth):

and hopefully the *last* one: the "rune teleporter" works fine, but when the
exit loc is occupied, then instead of some kind of a message saying that exit
loc is already occupied by something, the game attemps to locate the unit as
near the exit loc as possible, *sometimes in cave wall*, but with adjacent
squares valid for move and thus able to move out of the rock, and sometimes
it locates the unit *in bare rock* (happens when sending a large number of
units through the teleport at once), which disallows any moving of the unit
at all. this shouldn't happen imo.

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