|
|
@@ -83,8 +83,6 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &fro
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- //FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI
|
|
|
-
|
|
|
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
|
|
|
// This is clearly bug in H3 however intended behaviour is not clear.
|
|
|
// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
|
|
|
@@ -101,7 +99,7 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &fro
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
- if (!nativeArmy)
|
|
|
+ if(!nativeArmy && !hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
|
|
|
{
|
|
|
ret = VLC->heroh->terrCosts[from.terType];
|
|
|
ret-=getSecSkillLevel(SecondarySkill::PATHFINDING)*25;
|