Fixed bug #23048

bug #23048: EI: Evacuation - ill-formed terrain modification causes
horizontal line
Fixed bug #23059

bug #23059: SG: Vengeance - message using "name" doesn't display
Ensure that at least one elf is spawned every time
Fixed bug #23054

bug #23054: EI: Captured - quick troll warrior ambushes rescuers
pre-disguise
Simplified an event filter
Toned down the trolls on easier difficulties
Update gettext_boost.cpp

backports
https://github.com/wesnoth/wesnoth/commit/ae86186db772003cca62d2af6ed9553839af0f0d
https://github.com/wesnoth/wesnoth/commit/c96db7a17e53e7e0ee0bde393e5b10797bab5355
https://github.com/wesnoth/wesnoth/commit/e99202c580354af6d1995d5fb8fdcd4d3c01e011
Lurkers Micro AI: bug fix for attempting to attack petrified units
Reinstated a commented-out easter egg
bug fix: host could move idle units on idle side's turn
Merge branch '1.12' of https://github.com/wesnoth/wesnoth into 1.12
Backport 7dea2b92abad957004e57030963dcb0f458286ac
Add missing line break to log message (bug #23073)
mp: Fix game password being sent under the wrong parent node (bug #23015)

The password was sent under the client message's root node, rather than
the [create_game] subnode where the MP server expects to find the
password. This caused games created by affected clients to always lack a
join password.

This bug was presumably introduced by commit
13e22fd6f153d10f64888db1655a0e8add9a871f (1.11.6+dev).
Skip generating help sections for units without hide_help=no variations

This fixes many instances of unit types with "technical" variations in
my campaign After the Storm being assigned help sections of their own.

Required adding a new method to unit_type that's actually cheaper than
checking for variations().empty(), as it doesn't involve allocating new
objects.
HttT: Hide Konrad and Li'sar's SoF-wielding variations in help

Otherwise it's a massive spoiler (not that anyone cares since it's
HttT).
Assign translatable names to WC/Soulless variations (bug #22902)

Backported from master, commit bf75c9d062e0c19b0a4fdc20c43e6b3958591522.

As I said on IRC, whether unit type variations use variation_id or
variation_name to define the variation id is wholly immaterial for
syncing purposes because serialized singular units:

 1) Do not include [variation] definitions nowadays;
 2) Have a single variation=<id> attribute, where the source for the id
    of variations is determined internally during initialization.

One situation that could result in collateral OOS errors is
[store_unit_type]/wesnoth.unit_types retrieving different information
for 1.12.0 and 1.12.1 game clients running the same WML/Lua script. I
suspect this should be relatively rare and it's possible to guard
against synchronization issues by checking for both variation_id and
variation_name for WC/Soulless variations and picking one accordingly.
Hide alternate Great Wolf variation from help as it's only a visual variation
TRoW: Hide Jessene's unmasked variations in help

Not spoilery, but annoying since it's just a visual change.
UtBS: Hide a stray Kaleh variation in help

AMLAs render variation pages nigh-completely useless for Kaleh anyway.