Follow-up Comment #5, bug #15948 (project wesnoth):
I noticed this when creating a MP campaign too.
I worked around this in The Great Quest (Wesnoth 1.8) by setting the initial
time as random and setting a variable each turn too 0 or 1. This variable then
sets the time of day for the next scenario in the victory event by appending a
0 or 1 to the campaign name. A macro sets separately the time of day to
dawn/dusk for each scenario after the first (essentially doubling the number
of scenario forks).
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