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new lands should actually appear now
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df26b53d8e
commit
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@ -742,6 +742,7 @@ eLand getNewLand(eLand old) {
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tab[cnt++] = laDesert;
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tab[cnt++] = laJungle;
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tab[cnt++] = laMotion;
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tab[cnt++] = laHunting;
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tab[cnt++] = laAlchemist;
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if(old != laDeadCaves) tab[cnt++] = laCaves;
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@ -790,8 +791,11 @@ eLand getNewLand(eLand old) {
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if(old == laOcean) tab[cnt++] = laCrossroads;
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if(items[itGold] >= U5 && items[itFernFlower] >= U5 && !kills[moVizier])
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tab[cnt++] = laEmerald;
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if(items[itWindstone] >= U5 && items[itDiamond] >= U5)
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tab[cnt++] = laBlizzard;
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tab[cnt++] = laDryForest;
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tab[cnt++] = laWineyard;
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if(items[itElixir] >= U10) tab[cnt++] = laVolcano;
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if(items[itGold] >= U10) tab[cnt++] = laDeadCaves;
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// tab[cnt++] = laCaribbean;
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if(items[itSpice] >= U10) {
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@ -808,6 +812,7 @@ eLand getNewLand(eLand old) {
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if(old == laPrairie) LIKELY tab[cnt++] = laBull;
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tab[cnt++] = laBull;
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if(old == laBull && !chaosmode) LIKELY tab[cnt++] = laPrairie;
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tab[cnt++] = laTerracotta;
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}
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if(gold() >= R300)
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