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Some more fixes, updated changelog.
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@ -1,14 +1,18 @@
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0.98 -> 0.next
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0.98 -> 0.next
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GENERAL:
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* Rogues provide expert Vision spell effect
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ADVETURE AI:
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ADVETURE AI:
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* Fixed AI trying to go through underground rock
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* Fixed AI trying to go through underground rock
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* Fixed several cases causing AI wandering aimlessly
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* Fixed several cases causing AI wandering aimlessly
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* AI can again pick bets artifacts and exchange artifacts between heroes
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* AI can again pick bets artifacts and exchange artifacts between heroes
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RANDOM MAP GENERATOR:
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RANDOM MAP GENERATOR:
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* Added roads generation
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* Added Thieves Guild random object (1 per zone)
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* Changed fractalization algorithm so it can create cycles
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* Changed fractalization algorithm so it can create cycles
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* Zones will not have straight paths anymore, they are totally random
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* Zones will not have straight paths anymore, they are totally random
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* Added Thieves Guild random object (1 per zone)
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0.97 -> 0.98
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0.97 -> 0.98
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GENERAL:
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GENERAL:
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@ -1612,7 +1612,10 @@ void CRmgTemplateZone::drawRoads(CMapGenerator* gen)
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tiles.push_back (tile);
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tiles.push_back (tile);
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}
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}
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for (auto tile : roadNodes)
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for (auto tile : roadNodes)
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tiles.push_back(tile);
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{
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if (vstd::contains(tileinfo, tile)) //mark roads for our nodes, but not for zone guards in other zones
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tiles.push_back(tile);
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}
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gen->editManager->getTerrainSelection().setSelection(tiles);
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gen->editManager->getTerrainSelection().setSelection(tiles);
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gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand);
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gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand);
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