I put in the changes to make generate_traits more powerful. Leader traits need to be restricted to ones that are "musthave" (undead and mechanical) as random number generation at that point isn't syncronized between players in MP. If that ever gets fixed, then the "any" key can be used to allow some feats (that aren't unbalancing in MP) to be given to leaders. The default is now to use generate traits. This should be safe for all of the stuff including in the main distribution. There might be an issue for the experimental multiplayer campaigns. One nice feature of the new version of generate_traits is that you can give a unit one trait (typically loyal) in the config and let the other trait be determined randomly.
Related to this I have also made the undead and mechanical traits set the not_living state as part of their definition and dropped the race not_living tag. I still need to do another piece with this, as the ai was checking this to help it decide on recruits. I either need to add a more complicated check to figure out that the unit type will always get a trait with not_living set, or I need to make undead and mechanical abilities (possibly defined by race instead of unit type). I'll probably do the former. _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
