Added jump, climb, and fall damage on combat ledges
Height is now tactical terrain: soldiers can climb or drop between levels, spend time units doing it, and injure their legs when a fall is too severe.

Visible cliffs needed to become more than walls painted onto the battlefield. Soldiers can now climb up reachable ledges or drop to lower ground during turn-based combat.
Every vertical move carries a time-unit cost and the destination preview reports the height before the player commits. That makes elevation part of route planning rather than a surprise animation.
“A cliff becomes tactical terrain when crossing it costs time, position, and possibly a working leg.”
Hard drops can damage individual legs. A shortcut off a cliff may escape a firing lane, but it can also reduce the soldier who has to finish the fight.
The first version is intentionally limited to combat movement while free exploration continues to route around major cliffs.