Update changelog with AI changes

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mattsc 2019-12-16 07:01:59 -08:00
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commit 16e833b037

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## Version 1.15.2+dev
### AI:
### AI
* Merge most of Experimental AI candidate actions (CAs) into default AI
* CAs merged: castle switch, retreat injured, spread poison, place healers, move to any enemy
* CAs not merged: grab villages and village hunt, as the respective default AI CAs
are better as general purpose CAs. Also not merged was recruit rushers, which is too different
from default recruiting (would change balance too much) and because it can currently not deal
with multiple leaders and all the recruitment aspects. An option to use this alternative
recruiting will be provided in the future.
* Previous default AI CA removed: retreat phase
* The previous default CA is still available by using `[ai]ai_algorithm=ai_default_rca_1_14` or
by selecting "1.14 Default AI" in the multiplayer computer player selection menu
* The Experimental AI is now only available in debug mode (in MP) as it is mostly identical to the new default AI
* Many improvement were made to the new default CAs, to make them work correctly and consistently
in general settings, such a taken AI aspects (aggression, attacks, [avoid], caution, ...) and unit guardian
status into account, improved attack ratings and multi-leader functionality, and bug fixes
* Healer Support Micro AI: take unit guardian status and passive_leader aspect into account
* New ai_helper functionality: path finding, next_hop and get_attackable_enemies taking avoid into
account; next_hop with pre-calculated path and fanning out; new options to get_cheapest_recruit_cost
* Add [filter_own] optional tag to all default and Experimental AI candidate actions
* Fix [leader_goal] for sides with multiple leaders
### Campaigns
* An Orcish Incursion:
* Moved to addons server
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* location_set module extended to support set operators (& | ~ -) as well as a few additional functions
### WFL engine
* New functions resistance_on(), vision_cost(), jamming_cost() that work in gameplay contexts (eg filters)
* Unit object now has resistance, defense, movement_cost, vision_cost, jamming_cost, flying
* Unit object now has resistance, defense, movement_cost, vision_cost, jamming_cost, flying
* For FormulaAI, the game map object has an alternate access mode - `map.gamemap[loc(x,y)]`
### WML engine
* Support upkeep in StandardUnitFilter