- human player will now use pathfinder settings from config (as before)
- nullkiller AI will now use its own, modified settings
- added option to configure NKAI usage of monolith to config
- fixed pathfinder costs not updating on receiving levelup
AI now has better (but not perfect) system for scoring artifacts.
All artifacts now have their base score, based on bonuses provided by
the artifact. For composite artifacts, AI will also consider bonuses
from its components.
When exploring, AI will now weight artifacts as min(base score, price /
5), meaning even artifacts that AI can't score will still have some
priority, if only to sell them or deny them to enemy
AI will now also consider what to equip when trading with heroes or on
the end of AI pass. When considering what to equip, hero will use base
score of an artifact, adjusted by how relevant particular bonus /
artifact for a hero. Some examples:
- Morale-bonusing artifacts have their score reduced based on percentage
of undeads in the army, all the way to 0 for undead-only troops
- Artifacts that give spells (books, hat) will have score reduced based
on how many of these spells are already known by hero
- Land movement artifacts have zero score while on water and vice versa
- Necromancy artifacts will have zero score if hero does not have
necromancy
- Archery artifacts are scaled by amount of ranged troops, and only used
if hero has archery skill
AI may still equip 'bad' artifact, however this should only happen if
hero has no other artifacts to equip into said slot.
TODO's for future PR's (although not sure if / when I will work on
these):
- avoid equipping duplicates of the same artifact. Most notably with
scrolls, but may happen with other misc artifacts or rings.
- consideration for various spell-immunity neclaces
- consideration for birectional artifacts, like Shackles of War, or some
Spheres - since these artifacts need consideration on what our expected
enemy is to correctly estimate whether
- equipping artifacts based on immediate need - for example, equipping
recovery artifacts before end of day, equipping legion pieces only in
town on day 7, preparing for strong / weak enemies (or even preparing
for specific enemy in advance)
- transferring resource-generating artifacts and such to scout heroes,
allowing main hero to focus on combat
- ensure that AI can equip combined artifacts even if non-primary slots
are in use - by considering whether score of combined artifact is higher
than score of all used slots
Manarecoveryreward now uses float instead of unsigned int in order to avoid extremely high instead of negative scores when the hero has more mana than his mana-limit for example due to mana-vortex.
Moved upgrading armies to a lower priority tier as otherwise the AI would go back to their cities all the time even though there were plenty of other things to do.
Improved exploration logic by putting different kinds of exploration to different priority-tiers.
Looking at the other side of a portal has high priority, visiting an observatory has medium priority and scouting by visiting nearby tiles has low priority.
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.
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.
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.
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.