Follow-up Comment #3, patch #3943 (project wesnoth):

I had tried that in-game with the new dwarf fighters a while ago, but just to
be sure, I tried it again, and also looked at the skeletons. I think it works
well facing the recruiter. *shrug* Maybe I just have no eye for this sort of
thing, but it certainly is not as obvious as you seem to think it is.

"Basically facing the center of the board" does not mean "actually facing the
center of the board". I read what you described, including the part where you
stuck "ALL" in the middle of your table. It's still *basically* facing the
center of the board.

Finding the current threat sounds even more complex code-wise. How much gain
are we really getting from all this complexity?

Slowing down the game better not be an issue. With all the time available
during a recruit, if you were slowing down the game with this, you would be
doing something terribly wrong. I was talking about simplicity, not
efficiency. Simpler code is easier to maintain. As for complexity, what you
did is not detached from all the important code -- it's right smack in the
middle of place_recruit(), alongside the important code. (Hint: introducing
new functions to call from within existing functions is often better than
expanding existing functions into monster routines.)

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