Update changelog with AI changes

This commit is contained in:
mattsc 2020-03-04 07:02:44 -08:00
parent fefe431360
commit 625ac1186e

View file

@ -1,9 +1,10 @@
## Version 1.15.2+dev
### 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
* Merge Experimental AI candidate actions (CAs) into default AI
* CAs merged: 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
are better as general purpose CAs. Also not merged was castle switch, which can
cause undesired behavior in singleplayer scenarios, and 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.
@ -18,6 +19,7 @@
* New optional parameter [filter]
* Fix bug of units not participating if too far in front of the bottleneck
* Healer Support Micro AI: take unit guardian status and passive_leader aspect into account
* Forest Animals Micro AI: rabbit holes on the map border are now automatically excluded
* 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