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Experimental support for starting multiplayer games. Will need other players to test actual games with to ensure this works properly
Support screens for trading resources and settlements in the players menu
Added support for community campaigns
Pressing shift with a movement key skips to the next interesting tile in that direction
Added two new commands on the adventure map grid:
A summarizes entities reachable by the current wielder. This excludes visited pickups or claimed resource generators
L looks around from the current tile and places results into a temporary Look around scanner category. K and Shift+K adjust the look radius. Results are sorted clockwise, starting from the north.
Fix troop rewards being unselectable when your army has no slots, even after you disband a troop to make room
Fixed an edge case where cycling through your own stacks with , would miss some if initiative buffs cause the current stack to act sooner next round
In combat, abbreviations like enemy ranged troops are only used when the group has two or more stacks
To help with fighting enemies with the same units as you, the battle timeline now specifically indicates if a troop is an enemy
The current troop indicator and timeline entries now include the troop's coordinates
Navigating back to a previously visited column in the army exchange and inventory grids restores focus to the last visited row
When narrating enemy spellcasting, just say "Enemy" instead of "Enemy wielder"
In the post-game victory / defeat screen, clear all other screens in the stack to prevent the adventure map from being heard after the game ends
More spellcast narration fixes
Condense effects applied to troops when abilities like protect are used, similar to how effects from spells are already being read
Fixed some help text not reading on defences screen
The post-game player stats screen is now accessible
Hide the map editor option in the main menu, since that isn't supported