Update changelog with AI changes
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## Version 1.15.2+dev
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### AI
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* Merge most of Experimental AI candidate actions (CAs) into default AI
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* CAs merged: castle switch, retreat injured, spread poison, place healers, move to any enemy
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* Merge Experimental AI candidate actions (CAs) into default AI
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* CAs merged: retreat injured, spread poison, place healers, move to any enemy
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* CAs not merged: grab villages and village hunt, as the respective default AI CAs
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are better as general purpose CAs. Also not merged was recruit rushers, which is too different
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are better as general purpose CAs. Also not merged was castle switch, which can
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cause undesired behavior in singleplayer scenarios, and recruit rushers, which is too different
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from default recruiting (would change balance too much) and because it can currently not deal
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with multiple leaders and all the recruitment aspects. An option to use this alternative
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recruiting will be provided in the future.
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* New optional parameter [filter]
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* Fix bug of units not participating if too far in front of the bottleneck
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* Healer Support Micro AI: take unit guardian status and passive_leader aspect into account
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* Forest Animals Micro AI: rabbit holes on the map border are now automatically excluded
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* New ai_helper functionality: path finding, next_hop and get_attackable_enemies taking avoid into
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account; next_hop with pre-calculated path and fanning out; new options to get_cheapest_recruit_cost
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* Add [filter_own] optional tag to all default and Experimental AI candidate actions
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