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Commit Graph

19183 Commits

Author SHA1 Message Date
3f390c4aac Merge pull request #5426 from GeorgeK1ng/czech-update
Mapeditor Czech translation mismatch fix
2025-02-15 11:15:40 +02:00
87dec3c1df Merge pull request #5428 from Laserlicht/patch-2
[1.6.6] multiple fixes
2025-02-15 11:14:50 +02:00
ff01fb6410 Merge pull request #5425 from IvanSavenko/campfire_fix
[1.6.6] Fix campfire randomization to be in line with H3
2025-02-15 11:13:44 +02:00
5432dc66c8 Merge pull request #5424 from IvanSavenko/tavern_fix
[1.6.6] Fix stacking of bonuses from buildings like Tavern
2025-02-15 11:13:21 +02:00
80ba2f2af1 Merge pull request #5420 from IvanSavenko/ci_ubuntu
[1.6.6] Update Ubuntu versions used by CI
2025-02-15 11:13:03 +02:00
9effde04bb Merge pull request #5404 from Laserlicht/upgrade_all
[1.6.6] extend radial wheel in town to upgrade all creatures
2025-02-15 11:12:37 +02:00
b276603b34 fixes #5324 2025-02-14 22:45:52 +01:00
989a437eef fixes #5346 2025-02-14 22:19:26 +01:00
54606fbe95 fix #5427 2025-02-14 21:49:43 +01:00
3e161da834 code review 2025-02-14 21:03:23 +01:00
1c57167f1c Mapeditor translation mismatch 2025-02-14 19:54:06 +01:00
71dbe904a6 Fix campfire randomization to be in line with H3
Campfire can now have one of 3 rewards layouts:
- 400 gold + 4 of random non-gold resource
- 500 gold + 5 of random non-gold resource
- 600 gold + 6 of random non-gold resource

This should make it match H3 logic
2025-02-14 14:33:52 +00:00
58a6185b43 Fix stacking of bonuses from buildings like Tavern
- Same buildings in different towns of the same faction that provide
bonuses with propagators will now correctly stack their bonuses. This
fixes Tavern and possibly other such buildings
- Brotherhood of Sword now correctly adds bonus to thieves guild access
2025-02-14 14:29:58 +00:00
2d7535eb00 Merge pull request #5395 from IvanSavenko/xbrz_effects
Implemented bloodlust, clone, and petrify effects for xbrz mode
2025-02-14 14:33:13 +02:00
4e8372ef41 Update Ubuntu versions used by CI
- bump our oldest builder from Ubuntu 20.04 to 22.04 due to Github
phasing-out of 20.04: https://github.com/actions/runner-images/issues/
11101
- use gcc-10 on ubuntu 22.04 (oldest available)
- explicitly use 24.04 image instead of latest, in line with other jobs.
2025-02-14 11:18:33 +00:00
b69e1ce1fb Merge pull request #5399 from Laserlicht/combat_health
[1.6.6] Combat Health Bar & Calculation fix
2025-02-14 13:09:49 +02:00
28a8d4f4a1 Implemented bloodlust, clone, and petrify effects for xbrz mode 2025-02-14 11:01:20 +00:00
2ed145acbc Merge pull request #5416 from XCOM-HUB/patch-15
Update swedish.json (beta)
2025-02-14 12:50:35 +02:00
32a2413b5e Merge pull request #5412 from IvanSavenko/ai_scouts
NKAI - Prefer giving fast units to scouts
2025-02-14 12:49:41 +02:00
099b7a4763 Merge pull request #5413 from IvanSavenko/bugfixing
[1.6.6] Minor fixes
2025-02-14 12:49:14 +02:00
b1ae36bdff Use boost::asio::post instead of deprecated io_service::post 2025-02-13 21:36:24 +00:00
de3b7e3cc6 Merge pull request #5409 from vcmi/sdl_mixer_native_type
use Mix_Music from SDL_Mixer directly
2025-02-12 13:25:24 +02:00
6cafb89ab1 Merge pull request #5397 from dydzio0614/vietnamese-launcher-translation
Update vietnamese launcher translation
2025-02-12 13:25:09 +02:00
a470fb7fae Update swedish.json (beta)
Made some changes.
2025-02-12 12:18:27 +01:00
4c74346508 Hide darkness bonus on creatures - it only works with towns 2025-02-11 20:14:57 +00:00
4c4726847d Fix size of generated images for Chronicles 2025-02-11 20:08:02 +00:00
c559b20791 Add more tracking for crash on Android 2025-02-11 20:07:44 +00:00
7f7327b622 Fix attempt to translated already translated string 2025-02-11 20:07:31 +00:00
f238d89601 NKAI - Prefer giving fast units to scouts
Nullkiller AI will now prefer giving its scout heroes faster units to
optimize their movement points on next turns.

Unit selection logic:
- AI prefers to give 'weak' units that won't affect army strength of main
hero. Unit is considered 'weak' if its level below 4 or if its AI value
is below 1% of total army strength. So AI can give high-tier unit to
scout, but only if main hero already has massive army.

- Within weak units, if hero is moving on terrain with penalty, AI will
always prefer units that are native to this terrain. So on snow AI will
always prefer unit from Tower even if its speed is lower than unit from
another faction.

- Within remaining candidates, AI will prefer unit that will give higher
movement points limit. This also means that in case of H3 rules, all
units with 11+ speed will be viewed as equally good

- If there are multiple units with same speed, AI will prefer unit with
lowest AI value
2025-02-11 16:37:54 +00:00
a7e53565fd Corrected formatting 2025-02-11 17:37:14 +01:00
2b10142096 Merge pull request #5406 from GeorgeK1ng/czech-update
Czech update
2025-02-10 14:53:27 +02:00
42abcf4653 Merge branch 'beta' into czech-update 2025-02-10 14:53:19 +02:00
3e87d9e5fa Merge pull request #5407 from IvanSavenko/cove_fix
[1.6.6] Fix loading of HotA maps with Cove town placed on map
2025-02-10 14:52:44 +02:00
f91973e544 Merge pull request #5402 from IvanSavenko/move_cost_total
[1.6.6] Show total movement cost for multi-turn paths
2025-02-10 14:52:30 +02:00
586cb65adc use Mix_Music from SDL_Mixer directly 2025-02-10 15:01:51 +03:00
1917fae2c0 Fix loading of HotA maps with Cove town placed on map 2025-02-09 22:11:19 +00:00
0bbcb21826 optimize radial wheel if only few button exisiting 2025-02-09 21:54:31 +01:00
c6987f4183 upgrade all radial wheel button 2025-02-09 21:54:30 +01:00
9ca5df9ca7 Minor tweaks in Czech translation 2025-02-09 20:29:21 +01:00
33f07cfe71 Movement points update 2025-02-09 20:25:04 +01:00
a272ae8208 Merge pull request #5380 from IvanSavenko/xilmi_develop
[1.6.6] AI improvements from AIL / Xilmi
2025-02-09 19:46:54 +02:00
68e0dcb01d Merge pull request #5398 from Laserlicht/portrait_mode
[1.6.6] portrait mode for android & grey bar fix
2025-02-09 19:42:03 +02:00
640f654fe0 Merge pull request #5401 from Laserlicht/touch_overlay
[1.6.6] overlay for touch screens & pinch fix
2025-02-09 19:40:45 +02:00
c7b875f671 Small adjustments to defensive behavior
AI will no longer leave the defense of a threatened town in order to bring the army to another hero.

AI will no longer send heroes to die outside of towns that already have a garrisioning hero inside, if there's a stronger enemy hero lurking around the town.
2025-02-09 17:33:56 +00:00
1b041fe09d Update PriorityEvaluator.cpp
Keymaster is no longer considered as conquest-target (which made the AI beeline for it).
2025-02-09 17:33:45 +00:00
82ab49495e Fixed an issue that prevented AI from building stables
Prerequisites of dwellings now also inherit the armyStrength of their respective dwelling for the purpose of their evaluation.
2025-02-09 17:33:39 +00:00
cf3eee5d8a AI-adjustments
AI no longer rushes towns that don't have a citadel or better when there is a scary enemy hero around.

AI will no longer try to maximize defenses by using the strongest possible defender. Instead it will try to use the most appropriate defender. The most appropriate is considered to have roughly 75% power of the threat and the score will be lower but still above zero the bigger the deviation is.
2025-02-09 17:33:39 +00:00
49d73b438b Update Nullkiller.cpp
Further warning-removal
2025-02-09 17:33:39 +00:00
3d87568349 Fix justified warning 2025-02-09 17:33:39 +00:00
5bd4b6a541 Several AI-Adjustments
Dismissing StayAtTown-tasks for heroes with less than 100 movement-points in order to avoid these tasks to be creates for heroes that have no movement over and over.

Resource-silo is now evaluated by it's output rather than like a building the AI doesn't know what it is good for.

AI should now try to maximize the highest mage-guild instead of building them slowly one by one.

Drastically reducing the score of dwelling-upgrades for upgrades the AI already has.

Heroes that are currently threatened anyways will be more brave and not care about going for things that are also threatened if there is nothing safe in range.

AI will no longer waste their heroe's MPs defending cities that don't have at least a Citatdel.

Reverted prior change that caused AI to no longer push for grey towns.
2025-02-09 17:33:39 +00:00