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3.4.2 Prep
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SMUnlimited committed Dec 22, 2024
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Expand Up @@ -3,29 +3,29 @@ All notable changes to this project will be documented in this file.

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)

## [Unreleased]
## [3.4.2] - 2024-12-22

### Changed
- Slight tweak to strength calculation to prevent creep levels being calculated incorrectly in some cases and don't average hero levels as unessecary.
- Harass attacks were occuring often for all AI's regardless of aggression level so they now occur less often for less aggressive profiles.
- AI with high food use will now reform less often during travel to make faster progress to their desired targets.
- Future army locations are now always calculated a fixed distance from the current location to avoid a town thinking its under threat but is no where near, the army just moved fast.
- Tweaked strength calculation to prevent incorrect creep level calculations and removed unnecessary hero level averaging.
- Adjusted harass attacks to occur less frequently for less aggressive AI profiles.
- Modified AI with high food use to reform less often during travel, ensuring faster progress to target locations.
- Fixed future army location calculations to always be a fixed distance from the current location, preventing unnecessary town threat alerts.

### Deprecated
- (DevTools) 'race_ancient_expansion_strength' setting does not do anything anymore as it uses actual strength to determine feasability of attack.
- (DevTools) The `race_ancient_expansion_strength` setting is now obsolete and no longer used, as actual strength determines the feasibility of attacks.

### Fixed
- Fixed edge cases where retreat location could not be the home town as expected.
- Disabled special racial militia, ancient expand, tower rush in team games as hardcoded targets still break these special attacks.
- Fixed a bug where all special racial expansions could not run on the first expansion.
- Lots of fixes to ancient expansion logic improving overall reliability.
- Fixed bug where ancient attacks didn't take account of ancient strength in retreat calculations.
- Item expansion now only occurs when the AI naturally wants to expand instead of making the AI expand earlier.
- Fixed an issue where as ghouls die in an attack, harvesting ghouls are being pulled off to fill dead/fleeing units.
- Fixed an issue where harvesting ghouls were detected as the main army in some cases.
- Fixed an issue where the AI would attempt to creep expansions but had no way to kill the air units.
- Fixed a bug where on defeat in team games AMAI could gives its units and buildings to defeated players.
- (DevTools) Removed use of hardcoded ids in expansion tracking for custom mod support.
- Resolved edge cases where the retreat location was not set to the home town as expected.
- Disabled special racial militia, ancient expand, and tower rush in team games due to hardcoded target issues.
- Fixed a bug preventing all special racial expansions from running on the first expansion.
- Implemented various fixes to improve the reliability of ancient expansion logic.
- Corrected a bug where ancient attacks didn’t consider ancient strength in retreat calculations.
- Adjusted item expansion to occur only when the AI naturally wants to expand, instead of forcing earlier expansions.
- Fixed an issue where ghouls dying in an attack caused harvesting ghouls to be pulled off to fill dead or fleeing units.
- Fixed an issue where harvesting ghouls were incorrectly detected as the main army.
- Fixed a bug where the AI attempted to creep expansions without the capability to kill air units.
- Resolved a bug in team games where AMAI could give units and buildings to defeated players upon defeat.
-(DevTools) Removed the use of hardcoded IDs in expansion tracking for custom mod support.

## [3.4.1] - 2024-12-07

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