The StayAtTown-behavior now always creates tasks for all heroes to go and stay at a town. It will be treated differently than going to a town for mana in the sense that it is only considered at the lowest priority-tier. So it will only happen when the AI doesn't find anything else to do. It should resolve one of the two main-reasons for losing weak heros.
The hunter-gather-priority-tier now goes strictly by distance for all taks that are considered above 0 in value.
No longer using FuzzyEngine just to create a log-message. It's now only used when isUseFuzzy is set.
Also:
Removed < operator and instead use already existing "canAfford"-Method.
AI should score citadels and castles higher for better developed towns so that it focuses on finishing the main-town quicker as opposed to developing several smaller towns simultaneously.
Deliberately defending towns in danger will now only be performed when the town has at least a citatel.
The AI will now count the buildings per town-type and add a score-bonus to dwellings of towns it already has a lot of buildings of. This shall help with getting a stronger army with less morale-issues.
Scoring for mage-guild now increased the bigger the existing armies are.
AI is less afraid of enemy-heros than previously.
When evaluating their fighting-chance against towns with a garrisoned hero the AI didn't consider the attribute-boosts of the defending hero.
Now it does.
Fixed a bug that caused tasks that are generated with an initial priority not being executed.
Fixed an error-message wrongfully claiming a hero was locked by STARTUP, when infact the hero was locked by something else (usually a hero-chain).
Recruiting-heros is now handled alongside buying army and buildings.
Delivering troops to mains is now considered a priority 0 task that should immediately be fulfilled.
Defending nearby towns against nearby enemies is now also considered a priority 0 task.
Priority 0 tasks are now exclusively scored by distance and armyloss has only a cut-off-point instead of lowering the score.
Building-cost now has more impact on their score.
Added building-cost including all resoruces as evaluation-context for more sophisticated building-selection and also as a countermeasure to softlocking a build-order by having no ways to obtain certain resources.
For example, if the AI would drop below 5 wood, while having no market-place and no wood-income it will avoid building any buildings that neither allow trading nor produce wood.
Added trading-logic to Nullkiller-AI.
The AI can now identify which resources it is lacking the most and buy them to fix softlocks in their build-order. It can also sell excess resources that it doesn't have a need for.
There's 3 new evaluation-contexts that are now taken into account:
Whether an action is building, whether an action involves sailing and the newly introduced threat.
The value-evaluation of creatures now also takes special resources into account.
No longer treating other AIs differently than players when it comes to how afraid we shall be of them.
The cost of buildings for decision-making now determines missing resources. Available resources are ignored when it comes to how they impact the cost. But missing-resources will heftily impact the assumed price by calculating their market-value. This shall encourage the AI to rather build what it currently can build instead of saving up for something that it lacking the special resources for.
AI is no longer willing to sacrifice more than 25% of their army for any attack except when it has no towns left.
Revamped the priority-tiers of AI decision-making.
Higest priority is conquering enemy towns and killing enemy heroes. However, the AI will no longer try to do so when the target is more than one turn away and protected by a nearby enemy-hero that could kill the one tasked with dealing with the target. Except when they have no towns left. Then they get desperate and try everything.
As a general rule of thumb one could say the AI will prioritize conquest over collecting freebies over investing army to get something that isn't a city. It's a bit more complex than that but this is roughly what can be expected. It will also highly value their own heroes safety during all this.
Startup-behavior was messing with my intended logic. Mostly by getting excess heroes for no real purpose other than that it could.
This wasted a lot of money that could be better invested on subsequent turns.
I removed it and playing-strength actually went up.
Heroes with conquest-tasks will only endanger themselves to be killed when they can execute a conquest in the same turn.
Heroes with other tasks will dismiss any tasks except of defending when they'd be within one turn of an enemy hero that could kill them.
Tasks are now in different priority-tiers. For now there's 2 tiers. One for regular tasks and one for tasks of the new "conquest"-type. Regular tasks will only be considered when no possible conquest-type tasks were found.
Slightly reworked scoring heuristics.
Openmap is no longer tied to difficulty-level due to being configurable anyways.
Tasks are now in different priority-tiers. For now there's 2 tiers. One for regular tasks and one for tasks of the new "conquest"-type. Regular tasks will only be considered when no possible conquest-type tasks were found.
Recruit-hero-behavior is now evaluated before movement to make it more likely a new hero can exchange their stuff with others.
It is now possible to switch to an AI-variant that uses hand-written heuristics for decision-making rather than the FuzzyLite-engine. This is configurable in nkai-settings.json via the new parameter "useFuzzy".