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* a bit of pathfinder interface redesign
* a few fixes for sieges * better wall parts' positions by Ivan
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@ -457,7 +457,7 @@ unsigned int CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainT
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}
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else
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{
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ret = std::max(type->heroClass->terrCosts[dest.tertype],type->heroClass->terrCosts[from.tertype]); //take cost of worse of two tiles
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ret = type->heroClass->terrCosts[from.tertype];
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ret = std::max(ret - 25*unsigned(getSecSkillLevel(0)), 100u); //reduce 25% of terrain penalty for each pathfinding level
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}
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return ret;
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