Follow-up Comment #7, bug #13118 (project wesnoth):

OK, then I start to check the little details of my patch and if all is good,
I will commit it today/tonight.

As for compatibility, yes AFAIK savegames are not affected by the
compatibility break, but I see that replay are stored in savegame. So, an RC1
savegame will work in RC2, but saving the replay with RC2 at the end of that
started-in-RC1-game will not work. 

I also see that the version number is saved in the replay file, so I suppose
we can detect that.

I did some more check about the OOS/replay bug in RC1. I mainly tried to
ambush the AI, because we don't correctly stored its path. On a compact map
like Isaar's Cross, I couldn't create an OOS. I think it's because the 2
different pathfinding engines are forced to find the same solution.

But at my first try on a (custom make) "open" map with a lot of grass and
isolated forest, giving plenty of equal possibilities for pathfinding, the
first AI move near my ambushed unit created an OOS.

I am also not fan of the compatibility hack (because it will not fix the OOS
of the replay already broken) but maybe wait to see the final code and do
some tests before decide. Depend how ugly it is and if we keep it only for
RC2 and kill it in 1.6.

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