d6873d7570
- No battle actions will be available during tactics phase
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- Fixed moving stacks during tactics
- Fixed Genie spell targeting
- Fixed AI getting stuck at Tree of Knowledge when no resources
2012-04-28 13:01:39 +00:00
82f3bc8135
- Commanders will now be properly intialized
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- Commanders show in the battle
2012-04-28 11:41:20 +00:00
482051eb17
Tweaks for obstacles.
2012-04-24 05:16:04 +00:00
2ad89a29c4
Missed the file.
2012-04-23 20:20:43 +00:00
7dc0d6878e
Rewritten battle obstacles. New file for lib: CObstacleInstance.cpp.
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Now obstacles should be placed exactly like they were in OH3.
All problems with displaying obstacles in battlefield should be gone. They should be now matched to the single pixel.
If there are still some discrepancies, please report them.
2012-04-23 19:56:37 +00:00
6d03e0bf23
One more thing.
2012-04-23 05:01:52 +00:00
9c9301a495
Various fixes.
2012-04-22 19:56:03 +00:00
96d198758c
- More commanders
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- Improved finding closest tiles on battlefield
2012-04-22 17:38:36 +00:00
81e74f8c33
- Config settings & parsing for Commanders.
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- Fix for Regeneration icon
2012-04-22 13:28:46 +00:00
017013a5a4
Throwing runtime_errors instead of string (or even char*) objects.
2012-04-22 07:32:45 +00:00
05311dd30c
- Fixed and simplified Teleport casting
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- Stack artifacts will now not be wearable by hero (by default)
- Fixed crash involving clone
2012-04-18 13:24:18 +00:00
f720038ca5
- Battle interface fixes. It's possible to move stacks & attack
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- Creature window allows to pass stack artifact to hero
- Fixes for Mana Drain, including #916
2012-04-17 14:50:23 +00:00
cd4c93318d
#928 and #931 should be fixed.
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Ignoring savegames from newer versions of VCMI.
2012-04-17 12:46:21 +00:00
294276ea13
- Second part of battle interface.
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- Testing for Stack Artifacts feature.
2012-04-17 08:46:09 +00:00
66f5b5e2d7
- gcc compile fixes
2012-04-14 16:28:36 +00:00
b5526f0f54
Fixed #925 .
2012-04-14 07:22:08 +00:00
722ec55384
Redid stack artifacts. Broken save compatibility. Added serializer support for boost::variant and sending CStackInstace* over network by implicitly passing IDs. Moved seeds and checksum to StartInfo. Various minor changes.
2012-04-14 02:20:22 +00:00
d55d48b978
Diagnostics for #924 .
2012-04-10 02:30:43 +00:00
f426a48d09
- fixes for gcc-4.7
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- added missing virtual destructors (new warning from gcc)
2012-04-08 10:34:23 +00:00
d6223dd137
Fixed #686 .
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Minor changes.
2012-04-08 02:29:11 +00:00
9f6270a1f7
Fxied #306 and #856 .
2012-04-08 02:14:20 +00:00
b874295b3a
Really fixed #918 .
2012-04-08 01:43:40 +00:00
69da179abb
Fixed #918 .
2012-04-08 01:26:33 +00:00
3bf76cb719
Fixed #216 and #907 .
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* CTRL+T will open marketplace window
* T in adventure map will switch to next town
* T in castle window will open a tavern window (if available)
* G will open thieves guild window if player owns at least one town with tavern
* various minor changes
2012-04-08 01:15:18 +00:00
7317e803db
Locking pim mutex in client pack handling method, instead of dozens playerint call-ins. GUI won't try updating in between gamestate change and call-ins about it. Should fix #912 .
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Minor changes.
2012-04-06 15:02:15 +00:00
038d105bcc
- first sketch of Commanders
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- accumulateBonus should make mechanics simpler
2012-04-04 17:41:55 +00:00
c61f536d8b
* fixed remaining parts of #760
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* it's possible to switch active creature during tacts phase by clicking on stack
* a few minor fixes after handleHex rewrite
2012-04-02 23:23:14 +00:00
1415f8dbf5
- fix for boost 1.49
2012-04-02 11:14:38 +00:00
1eeebdee10
Fixed #914 .
2012-04-01 12:35:33 +00:00
c80d9b0a51
Possibly "fixed" #915 .
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Fixed server output (printing ui8 as %d apparently breaks boost.format :/).
2012-03-31 15:10:16 +00:00
a9af0da0ab
Rewritten handling mouse movement over hex and l-clicking hex into one procedure. That way the tooltip and cursor are always accurate, because they're set by the same routing that selects action. Having that logic duplicated in two methods was unmaintainable. [though the new one is still monstrous...] By the way fixed numerous issues, including:
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* #785 and parts of #760
* first aid tent can heal only creatures that suffered damage
* war machines can't be healed by tent
* creatures casting spells won't try to cast them during tactic phase
* console tooltips for first aid tent
* console tooltips for teleport spell
* cursor is reset to pointer when action is requested
* fixed a few other missing or wrong tooltips/cursors
Implemented opening creature window by l-clicking on stack. Master Genie's spell is picked by server, not client.
Minor changes.
2012-03-30 21:36:07 +00:00
81367ef6d5
- A complete solutions for reserved adventure objects
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- AI won't get stuck at School of War / School of Magic when no money
2012-03-29 18:26:06 +00:00
3cf4ebc163
Little more work on #760 :
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* no tactics in creature banks
* no spellcasting during tactics phase
2012-03-28 21:54:43 +00:00
c698181c4c
* simple mechanism for detecting desync after init
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* moving stacks in tactics phase won't affect stack queue (part of #760 )
* moved all boost headers in server to PCH
2012-03-27 20:08:54 +00:00
13f26fc3cb
* Client is able to await for answers for multiple queries at the same time
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* Hackish solution allowing AI undertaking actions from event-handling thread
* Fixed crash when death stare or acid breath activated on stack that was just killed
* minor fixes
2012-03-25 22:46:14 +00:00
a3f36ccc71
- Unified interface for visitable objects
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- AI will manage visitable objects smarter
2012-03-14 13:02:38 +00:00
9518474ec7
First attempt to replace rule-of-a-thumb behavior with actual reasoning
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- GATHER_ARMY goal replaces wander function
- Heroes will remember their own goals until they are fulfilled
- Goal search handles mutual dependency
- AI will recruit multiple heroes for exploration
- Lots of tweaks
2012-03-13 12:47:47 +00:00
f2f39f1497
- makefiles for fuzzylite ( #911 )
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- fixes for gcc compilation
- fixed #908
2012-03-12 20:11:46 +00:00
88e9dec974
Fixed Thieves Guild window showing for all players.
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It needed 11 files modified... :/
2012-03-07 14:05:54 +00:00
0793ce2c4a
AI will now always pick best stacks from towns.
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It will also crash when picking stacks from objects, work in progress.
2012-03-06 18:49:23 +00:00
d0e259864e
* Replaced boost::shared_ptr with std::shared_ptr.
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* Brought shared_ptr and unique_ptr and their factories (make_shared, make_unique) to the global scope.
* Removed excessive usage of shared_ptr in bonus system interface.
* Fixed bonus system limiters/caching interactions. That covers #823 , #859 and a number of rare edge-cases.
* Implemented multiple-step limiters applying, fixing hasAnotherBonusLimiter and allowing transitional dependencies between bonuses.
* Bonus system should be slightly faster, since we cache limited bonuses. Some rare usages (limiting query against a foreign node) however can't use caching.
2012-03-06 16:59:55 +00:00
3e351f029c
Fixed creeps regenerating casualties from won battle at the start of new week.
2012-03-06 08:39:05 +00:00
bdd71b4f38
AI can now use external dwellings.
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AI will weekly revisit dwellings & mills.
2012-03-05 19:11:28 +00:00
cd0ed39fbf
Implemented rule-based evaluation of tactical advantage between armies.
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AI will creep more agressively and smarter.
2012-03-04 10:43:46 +00:00
c5007f8bef
Fixed #891 .
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Minor tweaks.
2012-03-03 12:42:53 +00:00
998d8bf501
Added trivial fuzzy logic to handle creature banks estimation.
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Check http://forum.vcmi.eu/viewtopic.php?p=6570#6570 for new library used.
2012-03-03 10:08:01 +00:00
ebfbccdd0e
Post-release version bump.
2012-03-01 23:14:16 +00:00
2bea93f43f
Version set to 0.88. Put release date into changelog.
2012-03-01 15:45:43 +00:00
18b1b83c8a
Fixed creatures casting aimed spells at dead stacks.
2012-02-29 13:47:57 +00:00
f2642cb62c
Added VCAI and EmptyAI to the VS solution. Removed from it GeniusAI.
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Fixed #329 , #884 , #885 .
2012-02-29 01:31:48 +00:00