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In South Guard, when you side with humans, outlaws can't attack. #4115
It's been a while but, if memory serves, they've already had their movement and attack phase, and, originally, could not move at all. So I set their movements to zero (allowing them to move) so you could move them out of harm's way instead of receiving a bunch of units, possibly quite damanged, only to watch them die.
I see the current behavior as correct. But will leave this Issue open in case someone else wants to take it up.
I tested this in debug mode, giving Afalas some gold on turn 1 and discovering him on turn 3, and found that:
I'm guessing that what happens is that that engine sets attacks_left=0 on a newly-recruited unit and sets it to 1 when a side turn starts, so Afalas and the units that he recruited on turn 1 had had their attacks_left set to 1 at the beginning of turn 2, but the units he recruited on turn 2 still had
Other events that would normally take place at the start if side 2's turn won't happen either for the turn that Deoran joins Afalas on. For example, Afalas' units won't receive poison damage, rest healing, or village healing on that turn.
@nemaara might know more.
I don't know whether to set attacks_left=0 or attacks_left=1 or just to leave it as it is now. However, I think that unless we set attacks_left=1 on all units we should add a narrator message warning that some outlaw units can't attack this turn. Otherwise, the player might start executing an attack plan and find only partway through that some outlaws can't attack.