|  | @@ -124,8 +124,8 @@ static std::string formatRetaliation(const DamageEstimation & estimation, bool m
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				|  |  |  								 "vcmi.battleWindow.damageRetaliation.damageKills";
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				|  |  |  
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				|  |  |  	std::string prefixTextID = mayBeKilled ?
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				|  |  | -		"vcmi.battleWindow.damageRetaliation.will" :
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				|  |  | -		"vcmi.battleWindow.damageRetaliation.may";
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				|  |  | +		"vcmi.battleWindow.damageRetaliation.may" :
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				|  |  | +		"vcmi.battleWindow.damageRetaliation.will";
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				|  |  |  
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				|  |  |  	return CGI->generaltexth->translate(prefixTextID) + formatAttack(estimation, "", baseTextID, 0);
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				|  |  |  }
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				|  | @@ -517,14 +517,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
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				|  |  |  			DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition(), &retaliation);
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				|  |  |  			estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
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				|  |  |  			estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
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				|  |  | -			bool enemyMayBeKilled = estimation.kills.max == targetStack->getCount();
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				|  |  | -			bool mayRetaliate = retaliation.damage.max > 0;
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				|  |  | -
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				|  |  | -			// for ranged attacks only show retaliation info if retaliation actually happens - since most shooters don't retaliate
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				|  |  | -			if (mayRetaliate)
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				|  |  | -				return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available()) + "\n" + formatRetaliation(retaliation, enemyMayBeKilled);
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				|  |  | -			else
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				|  |  | -				return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
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				|  |  | +			return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
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				|  |  |  		}
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				|  |  |  
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				|  |  |  		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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