Xilmi
73e7d3f5bb
Another reason not to try to town-portal
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Even if the hero blocking a town is from the own faction, the town must not become a target if the city has stashed armies because in that case the hero ontop of it won't be able to go into garrison for the TP.
2024-09-30 19:41:39 +02:00
Xilmi
74f3aedcc9
TP onto friend attempt
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Fixed an issue that caused the AI to think it can townportal onto heroes of other factions, for example their allies.
2024-09-30 19:32:27 +02:00
Xilmi
d59a1fe9e9
Fix case of "Got false in applying struct CastAdvSpell"
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Heroes now leave the garrison before trying (and failing) to cast adventure-map-spells.
2024-09-30 17:57:41 +02:00
Xilmi
58eeccd119
Merge remote-tracking branch 'upstream/develop' into develop
2024-09-29 12:35:44 +02:00
Xilmi
cfe4d7592a
Update DefenceBehavior.cpp
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Heroes will no longer rush to defend towns that have a standing garrison that they can't merge their armies with.
2024-09-29 03:13:21 +02:00
Xilmi
a2904584d3
Update Nullkiller.cpp
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Build and hire-tasks no longer eat into the pass-depth.
2024-09-29 02:01:09 +02:00
Xilmi
f7a961793a
Update PriorityEvaluator.cpp
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AI is more careful when gathering stuff near enemies.
The wasted movement-points are no longer considered when calculating which own city to fall back to when there's nothing better to do.
2024-09-29 01:23:13 +02:00
Xilmi
4a5ecdf25e
Update Nullkiller.h
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Removed pointless default-parameter.
2024-09-29 01:15:53 +02:00
Xilmi
769268cfe3
Eternal Garrison
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Fixed an issue that caused heroes to stay garrisoned for ever when hero-cap was reached.
2024-09-29 01:15:09 +02:00
Xilmi
8d93c0c9c9
Update PriorityEvaluator.cpp
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Removed workaround that was likely necessitated by other issues.
2024-09-27 23:03:35 +02:00
Xilmi
ea535b211a
Update Nullkiller.h
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Fixed issues caused by running buildPlan with wrong default-priority-tier.
2024-09-27 23:03:09 +02:00
Xilmi
0b016b9b14
Update RecruitHeroBehavior.cpp
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If the AI is very rich it will buy more heroes even if it doesn't have a capitol.
2024-09-27 23:02:40 +02:00
Xilmi
3b7834495d
Update PriorityEvaluator.cpp
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Fix an issue that caused AI to take their hero's attributes into consideration twice when calculating how much army they think they'll lose.
Fixed an issue where offensive defending didn't take into consideration whether the hero would actually be strong enough to beat the enemy hero it was trying to dispatch.
2024-09-27 19:38:07 +02:00
Ivan Savenko
7f8f09c8fa
Merge pull request #4668 from Laserlicht/scenario_name
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Chronicles improvements
2024-09-27 20:01:47 +03:00
Ivan Savenko
0299c5a133
Merge pull request #4666 from kdmcser/chinese
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do lupdate and update Chinese tranlation
2024-09-27 19:23:42 +03:00
Ivan Savenko
19db016473
Merge pull request #4654 from dydzio0614/any-hex-shooting
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Allow targeting empty hex by shooters with multi-tile SPELL_LIKE_ABILITY
2024-09-27 19:23:33 +03:00
Laserlicht
0e1bb73994
code review
2024-09-27 18:23:02 +02:00
Ivan Savenko
69d9e34ebf
Merge pull request #4642 from Laserlicht/invincible_improvements
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Invincible bonus: only blocking non positive spells; counterstrike
2024-09-27 18:58:00 +03:00
Ivan Savenko
c983aa3887
Merge pull request #4651 from Laserlicht/optimize_vid
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optimize videowindow (black bg)
2024-09-27 18:50:49 +03:00
Ivan Savenko
dc45d82558
Merge pull request #4665 from SoundSSGood/quickbackpack-shift+click
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QuickBackpack window is now accessible by shift-clicking
2024-09-27 18:49:23 +03:00
Ivan Savenko
4b6f8293c2
Merge branch 'develop' into chinese
2024-09-27 18:48:52 +03:00
Ivan Savenko
c6a13207fa
Merge pull request #4673 from XCOM-HUB/patch-2
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Update swedish.ts
2024-09-27 18:47:13 +03:00
Ivan Savenko
bee2e7200c
Merge pull request #4664 from IvanSavenko/ttf_fonts
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Integrate true type fonts into VCMI
2024-09-27 18:41:02 +03:00
Ivan Savenko
ff50536568
Fix positioning of stack amount text
2024-09-27 12:05:26 +00:00
Maurycy
73ed29f7ed
Update swedish.ts
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Made further improvements.
PS: Only changed the translation this time. Did not change the source.
2024-09-25 19:55:56 +02:00
Xilmi
e4ef95f8dd
Revert dynamic maxWillingToLose
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Out maxWillingToLose back to a static 25%.
Dynamic could become too suicidal or too passive. 25% is a good sweetspot.
2024-09-25 16:12:53 +02:00
Xilmi
1d831022e8
Merge remote-tracking branch 'upstream/develop' into develop
2024-09-25 14:08:34 +02:00
Laserlicht
2d60252e4c
read from mapheader; move chr to subfolder
2024-09-24 21:41:37 +02:00
kdmcser
ceb2426c30
do lupdate and update Chinese tranlation
2024-09-24 22:08:31 +08:00
kdmcser
d16090be0b
update Chinese translation
2024-09-24 21:47:12 +08:00
Ivan Savenko
b624069f86
Fix CI
2024-09-24 13:40:15 +00:00
SoundSSGood
f0a5bcfebb
Quick backpack window on shift+click
2024-09-24 16:35:28 +03:00
Ivan Savenko
88f3e982e0
Merge pull request #4662 from Laserlicht/string_color
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fixes string colorization bug
2024-09-24 16:29:41 +03:00
Ivan Savenko
ca3c6227c4
Add selector for font type in Launcher, add autoselection
2024-09-24 13:25:36 +00:00
Ivan Savenko
5d47a0cd06
Merge pull request #4645 from altiereslima/develop
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Update Portuguese Translation
2024-09-24 16:23:52 +03:00
Ivan Savenko
87274128e7
Proper support for usage of multiple fonts in a chain
2024-09-24 10:59:35 +00:00
Laserlicht
138cbc6a81
scenario name for campaigns
2024-09-24 11:23:10 +02:00
Laserlicht
bee5cd00cc
also for color
2024-09-23 21:11:53 +02:00
Laserlicht
03d03491b5
fixes string colorisation bug
2024-09-23 21:07:00 +02:00
altiereslima
7459e0f37e
Update portuguese.json
2024-09-23 15:45:24 -03:00
Ivan Savenko
557b72f2b3
Launcher now controls ttf fonts usage directly instead of toggling mod
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from extras
2024-09-23 18:31:44 +00:00
altiereslima
7808522170
Update portuguese.json
2024-09-23 15:28:42 -03:00
altiereslima
21ccf7ce1c
Update Mods/vcmi/config/vcmi/portuguese.json
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Co-authored-by: Ivan Savenko <saven.ivan@gmail.com>
2024-09-23 15:26:57 -03:00
Ivan Savenko
97e24ff126
Integrated Noto fonts into vcmi
2024-09-23 18:15:30 +00:00
Xilmi
433c58f8b1
Workaround for previously masked issue
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A recent fix made it so that towns that weren't supposed to be defended are now no longer defended.
This caused scouts with minimal army to also go after them in addition to the main-hero.
Problem is when two heroes go for the same town it's a massive waste of movement-points. So for the time being only main-heroes will go for faraway captures.
Better solution would be to memorize who was sent to attack what on the same turn and filter out tasks going for the same target.
2024-09-23 18:42:31 +02:00
Xilmi
d87f195bc7
Update AINodeStorage.cpp
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Nodes along the path are now also considered for how dangerous it is.
2024-09-23 18:39:18 +02:00
Ivan Savenko
5502dcaea4
Remove no longer used support for original version of Chinese fonts
2024-09-23 15:46:12 +00:00
Ivan Savenko
248cff49a4
Moved fonts handling from Graphics to RenderHandler class
2024-09-23 15:43:11 +00:00
Xilmi
71504a3140
Hire despite hero present
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Only if both the garrison and the outside of a town are blocked are hires of heros being blocked.
2024-09-23 17:25:17 +02:00
Ivan Savenko
92c5fd4156
Merge pull request #4655 from IvanSavenko/bugfixing
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Bugfixing
2024-09-23 18:01:27 +03:00