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.
Currently this may lead to a case where player have received a query
(such as levelup query from Battle Academy in Dungeon), but still
attempts to move
The node of a disembark-action can no longer be part of a hero-chain since sea-to-land-trade isn't possible and landing first eats up all movement-points.
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.
Modified how to score what hero to hire to make it more likely to rehire fled heroes with high levels when the army-gain from the hero would be rather insignificant.
Fixed crash caused by mistakenly assuming that "pos" is the position of a hero on the map and not its bottom-right-corner that can be outside of the map.
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.
Modified goldPressure-formula to no longer use completely arbitrary part of lockedresources/5000.
Lockedresources is now just divided by a factor of the free gold like everything else.