Animation WML: fix code for sound start time in additional frames without duration 1 work around.
Animation WML: fix unit/macro WML for sound start time in additional frames without duration 1 work around.
bubadadabum: UTBS - dark assassin unit WML update
Removed code for never fixed feature.

The reason for remove is that code has been refactored and to implement
a similar feature one would have to take a different approach.
Added a lock for side controllers in mp::connect.

The lock is associated with "controller" attribute in SideWML.

The lock can be explicitly set by using a "lock_side_controllers"
attribute in ScenarioWML. If attribute won't be set, it would default to
"Use map settings" parameter.
Modify lua function find_cost_map

- Add optin to use current moves instead of max_moves.
- Output a quadrupple
- Optional table for a standart location filter
Fix a typo.
updated Greek translation
Prevent crash of replay started from start-of-scenario save

Start-of-scenario saves in 1.11 do not contain the [replay_start] tag
any more because its contents are identical to the starting situation.
As a result, the tag needs to be created during the start-up sequence
of a scenario.  Whether this is necessary was previously decided by
checking whether the scenario snapshot was empty.  This works when the
scenario is started by finishing the previous scenario.  However, when
the start-of-scenario savegame is loaded, the snapshot is not empty.
Thus, we need to check whether the snapshot is empty OR whether the
turn number in it is less than 1.
SotBE S7: remove unnecessary keys from [side] tag
SotBE S8: remove unnecessary keys from [side] tag
SotBE S7: [ai]village_value= is meaningless without a side leader
Fix segfault on delete of last save. Bug #20845
AnimationWML: finish removing depreciated 'begin' tag from frames in data/core
AnimationWML: match hit and miss sound args properly for ATTACK_ANIM_* macros
SotBE S3: check if unit to recall is on recall list, not map

search_recall_list= defaults to 'no' in [have_unit]
SotBE S1: move western central village one hex south

This is done so that it does not make a difference whether one gets a
quick wolf rider or not.
SotBE S1: adjust gold for medium difficutly

So that it is halfway between easy and hard.
SotBE S2: display "hold out until Turn X" message 1 turn earlier
SotBE S2: make turn limit to hold out dependent on difficulty

... so that it is actually harder on nightmare than on easy.