[Wesnoth-bugs] [bug #25672] Petrified leader does not lose the game and thus becomes invincible. Possible on official map!

2017-04-22 Thread ToBeFree
Follow-up Comment #3, bug #25672 (project wesnoth): That would quickly solve the issue for official maps, but it might still be nice to properly fix this for user-created scenarios and campaigns. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25672] Petrified leader does not lose the game and thus becomes invincible. Possible on official map!

2017-04-22 Thread ToBeFree
Follow-up Comment #1, bug #25672 (project wesnoth): Detailled bug description video with text: https://www.youtube.com/watch?v=Y9JccDwAjdw ___ Reply to this item at:

[Wesnoth-bugs] [bug #25672] Petrified leader does not lose the game and thus becomes invincible. Possible on official map!

2017-04-22 Thread ToBeFree
URL: <http://gna.org/bugs/?25672> Summary: Petrified leader does not lose the game and thus becomes invincible. Possible on official map! Project: Battle for Wesnoth Submitted by: tobefree Submitted on: Sa 22 Apr 2017 19:57:

[Wesnoth-bugs] [bug #25258] Enemy moves "in advance" are visible by hovering over the unit sometimes

2016-11-07 Thread ToBeFree
Additional Item Attachment, bug #25258 (project wesnoth): File name: wesnoth-bug-movements-2016-11-07-tobefree.jpg Size:735 KB ___ Reply to this item at: ___ Na

[Wesnoth-bugs] [bug #25258] Enemy moves "in advance" are visible by hovering over the unit sometimes

2016-11-02 Thread ToBeFree
URL: <http://gna.org/bugs/?25258> Summary: Enemy moves "in advance" are visible by hovering over the unit sometimes Project: Battle for Wesnoth Submitted by: tobefree Submitted on: Mi 02 Nov 2016 14:58:24 UTC

[Wesnoth-bugs] [bug #20402] Remove fog of war on unpassable terrain

2013-01-03 Thread ToBeFree
Follow-up Comment #2, bug #20402 (project wesnoth): Okay, then I'd suggest disabling it for Multiplayer only. ;-) ___ Reply to this item at: ___ Message sent via

[Wesnoth-bugs] [bug #20402] Remove fog of war on unpassable terrain

2013-01-02 Thread ToBeFree
URL: <http://gna.org/bugs/?20402> Summary: Remove fog of war on unpassable terrain Project: Battle for Wesnoth Submitted by: tobefree Submitted on: Wed 02 Jan 2013 07:56:16 PM GMT Category: Feature R

[Wesnoth-bugs] [bug #20380] field descriptions (random map etc.) are shown ABOVE chat text

2012-12-20 Thread ToBeFree
URL: <http://gna.org/bugs/?20380> Summary: field descriptions (random map etc.) are shown ABOVE chat text Project: Battle for Wesnoth Submitted by: tobefree Submitted on: Thu 20 Dec 2012 03:11:35 PM GMT Categor

[Wesnoth-bugs] [bug #20343] "Castle overlay" does not disable "keep" functionality of a keep...

2012-12-05 Thread ToBeFree
Follow-up Comment #4, bug #20343 (project wesnoth): Okay, thank you for the code example; I'll probably use that instead. I would still suggest to change the tile description of a keep+castleoverlay tile because it is confusing imho. ;) ___

[Wesnoth-bugs] [bug #20343] "Castle overlay" does not disable "keep" functionality of a keep...

2012-12-03 Thread ToBeFree
Follow-up Comment #2, bug #20343 (project wesnoth): Simply because the castle overlay would be useless for such a field otherwise. I want to be able to use the keep tiles as castle tiles and since the castle overlay has no effect on a keep at the moment anyway, it would be nice to be able to do th

[Wesnoth-bugs] [bug #20343] "Castle overlay" does not disable "keep" functionality of a keep...

2012-12-01 Thread ToBeFree
URL: <http://gna.org/bugs/?20343> Summary: "Castle overlay" does not disable "keep" functionality of a keep... Project: Battle for Wesnoth Submitted by: tobefree Submitted on: Sat 01 Dec 2012 10:40:56 PM GMT

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-07-18 Thread ToBeFree
Follow-up Comment #7, bug #19861 (project wesnoth): Now knowing how the game really works I am surprised. O.o Why are hidden units implemented like this? In my opinion it is much better to do it like I thought it was. Are there any reasons *for* doing it like it is currently done? I want to be ab

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-07-07 Thread ToBeFree
Follow-up Comment #4, bug #19861 (project wesnoth): Either the host or the server has to tell the client that there is a hidden unit. It is not "the game" that allows moves to be undone. Every move is sent to the server and it can only be undone if there was no hidden unit. If every client had the

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-06-28 Thread ToBeFree
Follow-up Comment #2, bug #19861 (project wesnoth): Couldn't you at least warn about this issue when someone allows undo in multiplayer without activating fog? A little warning dialog saying something like "Warning: If you enable undo on maps without fog, it is possible to abuse the undo command t

[Wesnoth-bugs] [bug #19862] Wrong name color when talking after droiding & undroiding the own side

2012-06-28 Thread ToBeFree
URL: <http://gna.org/bugs/?19862> Summary: Wrong name color when talking after droiding & undroiding the own side Project: Battle for Wesnoth Submitted by: tobefree Submitted on: Do 28 Jun 2012 13:13:15 GMT Cat

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-06-28 Thread ToBeFree
URL: <http://gna.org/bugs/?19861> Summary: "Undo" can be abused to find invisible units Project: Battle for Wesnoth Submitted by: tobefree Submitted on: Do 28 Jun 2012 12:54:22 GMT Category: Bug