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.
AI no longer thinks it can recharge their mana at towns without a mage-guild.
AI no longer treats neutral monsters as if they were their enemies.
Upgrading armies no longer has it's own priority-tier. It is now handled at the same-priority as hunter-gather.
Fixed an issue causing the AI to use evaluationContext.powerRatio as maxWillingToLose instead of evaluationContext.powerRatio * ai->settings->getMaxArmyLossTarget().
Defense-tasks no longer ignore maxWillingToLose when the target isn't a hero.
Basic dwellings get a score-boost to take into consideration that units are immediately hirerable as opposed to just being added at the beginning of next weak. This means they should win out against early Citadels more.
Handling for conditional quicker mage-guild-upgrading incase of caster-mains.
AI-heroes are reduce their confidence for attacks based on how many of the units they currently have stacks from exist somewhere else in their empire. So for example if an AI has 2 black-drakes while 3 more are waiting in their castle, they act as if their army was only 2/5th as strong as it is. This should make them more likely to first reinforce their army before attacking.
Changed the formula of scoring dwelling-upgrades in a way that doesn't overvalue upgrading vs. producing new units so much.
AI will no longer be so overconfident when fighting enemy heroes near their own castle. This lead to a lot of horrible trades, especially between different AI which made FFAs way easier in the long run.
AI should be better at preventing their enemies finding their towns undefended due to considering enemies that are not immediately in their castle's range too.
If only gold is missing but no special-resources the AI will no longer devalue what building it wants to build next and build something cheaper instead. This should lead to AI quicker reaching their tier 7 units and skipping some unnecessary lower tiers on the way to it.
Since upscaling is now performed in background there should be no
noticeable lags on most systems.
To be safe - it will only be enabled on systems with over 2 Gb RAM, to
exclude oldest hardware
This only affects autoselection. If upscaling filter was selected by
player explicitly, these changes will have no effect
This should reduce amount of huge blocked chunks of map without greatly
changing template gameplay.
Junction zones are used on one more template (Gimlis revenge), however
that template is limited to L-sized maps, so there are no massive chunks
of blocked terrain
Suggestion from Discord.
If player has hero selected, clicking on a blocked tile of a visitable,
reachable object will now build a path to its visitable position (or
move hero to it, in case of second click / tap).
Objects that have interaction on left click (allied town and shipyards)
are excluded from this change and work as before