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
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
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
5d47a0cd06
Merge pull request #4645 from altiereslima/develop
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Update Portuguese Translation
2024-09-24 16:23:52 +03:00
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
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
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
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
Ivan Savenko
bb74ffa382
Merge pull request #4640 from godric3/map-editor-fix-quest-editor-lists
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Add all artifacts/spells/skills to quest widget lists and disable banned
2024-09-23 17:37:15 +03:00
Ivan Savenko
f1c39a1aa3
Merge pull request #4652 from Fabrice-TIERCELIN/translated_caption
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Fix one caption in the source code
2024-09-23 17:29:39 +03:00
Ivan Savenko
dbfa5b8b2d
Merge pull request #4637 from IvanSavenko/validate_gamesettings
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Added validation of game settings
2024-09-23 17:28:37 +03:00
Ivan Savenko
1fb108b79d
Merge pull request #4636 from IvanSavenko/bank_compat
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Compatibility hack for mods with old banks format
2024-09-23 17:28:20 +03:00
Ivan Savenko
e93a060500
Merge branch 'vcmi/beta' into 'vcmi/develop'
2024-09-23 14:25:53 +00:00
Ivan Savenko
a5de312344
Add workaround for SDL bug - use old code for buggy SDL versions
2024-09-23 14:02:55 +00:00
Ivan Savenko
a7cdeb723e
Fix blocking dialog handling in refusable rewardable town building
2024-09-23 13:00:02 +00:00
Xilmi
20f7751e16
Weekend-decisions
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When attacking non-neutral towns that are far away, the AI now considers whether their attack would arrive in the same week. If it wouldn't, it means there's a high risk that newly bought troops might flip around who is stronger. So they now refrain from sending a hero towards an enemy town that is too far away.
2024-09-23 01:25:58 +02:00
Xilmi
e7e4d6cc72
Fix invincible Hellbardiers
2024-09-23 01:23:18 +02:00
Xilmi
9ef2c6f8a0
Merge remote-tracking branch 'upstream/develop' into develop
2024-09-22 23:43:29 +02:00
Ivan Savenko
3319be114f
Fix line break position computation for text without spaces (Chinese)
2024-09-22 20:33:14 +00:00
Ivan Savenko
76e3ca4afe
Fix potential access to destroyed variable on stack
2024-09-22 20:32:20 +00:00
Ivan Savenko
0058c9ba2e
Fix crash on transfer of multiple artifacts in a backpack to another
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hero on starting next campaign scenario without hero that held these
artifacts before
2024-09-22 20:31:52 +00:00
Ivan Savenko
123f9ee676
Fix missing registration of onGuardedMessage string for banks
2024-09-22 20:30:55 +00:00
Ivan Savenko
ab2cc6600f
Merge pull request #4644 from kdmcser/not_check_8_unit
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not report warning in factory-town
2024-09-22 21:58:56 +03:00
Fabrice TIERCELIN
3e0274fde6
Fix one caption in the source code
2024-09-22 19:37:15 +02:00
Andrii Danylchenko
894c88defc
Merge pull request #4612 from vcmi/nkai-treat-pandora-as-blocker
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NKAI: pandora as blocker object
2024-09-22 15:30:17 +03:00
Xilmi
90d72a4458
Chase & FFA-changes
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The AI should no longer chase enemy heroes that are not reachable in the same turn, when there's other options as this behavior was quite exploitable.
The AI should now take their overall strength into account when deciding whether to attack or not.
Previously it would attack as long as their assumed army-loss was at most 25%.
Now that is 50% times the ratio of their power compared to the total power of everyone.
2024-09-22 13:06:07 +02:00
Xilmi
d679ee72b9
Merge remote-tracking branch 'upstream/develop' into develop
2024-09-22 12:21:20 +02:00
altiereslima
cd5703b447
Update portuguese.json
2024-09-22 03:43:09 -03:00
altiereslima
a8c27c7328
Update portuguese.json
2024-09-22 03:40:56 -03:00
altiereslima
16b12cd55f
Update portuguese.ts
2024-09-22 03:27:17 -03:00
altiereslima
50029bf215
Portuguese Translation
2024-09-22 03:23:14 -03:00
kdmcser
d6e69b9586
not report warning in factory-town
2024-09-22 14:22:56 +08:00
godric3
1b4a8db4c5
Fix build
2024-09-22 00:11:21 +02:00
godric3
f4dc2dcd22
add missing serialization of spells in Limiter
2024-09-21 22:40:58 +02:00
godric3
f51ef2de4c
remove unused item data for artifact/spell/skill items and fix code style
2024-09-21 22:35:04 +02:00
godric3
e61ef459c6
Add all artifacts/spells/skills to quest widget lists and disable banned
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Previous code added at most as many items as were in allowed lists, which caused to skip last items if some were banned.
2024-09-21 21:54:29 +02:00