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turned pathfinding effect into a bonus
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@@ -217,6 +217,8 @@ const std::shared_ptr<Bonus> CSkillHandler::defaultBonus(SecondarySkill skill, i
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switch (skill)
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{
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case SecondarySkill::PATHFINDING:
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bonusVal = 25 * level; break;
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case SecondarySkill::ARCHERY:
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bonusVal = 5 + 5 * level * level; break;
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case SecondarySkill::LOGISTICS:
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@@ -87,7 +87,7 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &fro
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else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
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{
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ret = VLC->heroh->terrCosts[from.terType];
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ret -= getSecSkillLevel(SecondarySkill::PATHFINDING) * 25;
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ret -= valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING));
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if(ret < GameConstants::BASE_MOVEMENT_COST)
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ret = GameConstants::BASE_MOVEMENT_COST;
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}
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