The past change in 1.15 changed not only internal things,
but also the overlay given by the NO_UPKEEP macro.
Now it gives the same overlay as the loyal trait does.
Which is also the same which this macro gave in 1.14.
This has no impact on functionality or use, it is simply done for consistency with other CAs and to indicate that these CAs are now part of the default AI.
The algorithm used in this CA is too simple to work reliably in a general setting, it tends to send whole groups of units toward small numbers of villages, or even individual ones. In its current version, it should not be used at all, not even in the Experimental AI. The recommended way to emphasize village hunting is to set the village_value aspect to a larger-than-default value and let the move-to-targets CA take care of it.
We are, however, leaving the CA code and the macros in place for potential future work.
The old villages CA is quite a bit better at distributing multiple units across multiple villages. The advantage of the new grab_villages CA is that it has a variable score, sometimes grabbing villages before, and sometimes after attacks. This does not outweigh its shortcomings though.
So for now, the default AI will continue to use the previous CA, and the Experimental AI will use the new one. Thus, the two AIs are not quite identical any more (but still very similar).
I also added a todo comment that the grab_villages CA might be reinstated if it is improved.
* some dunefolk sprite updates
* some revisions to updates
* revise lvl1 naga sprite to look less like existing fighter
* some more sprite revisions
* some base-frame edits and partial path reorganization
* revised firetrooper base-frame
* little pilot flame for firetrooper torch standing anim
* dunefolk sunderer line base sprites
* finish dunefolk sprite directory reorg
The return scores were changed in commit 4999b20bd1, but the max_score values in the configurations have not been updated yet. As the relative ranking was not changed, this should not have any effect on gameplay.
* revisions to mushroom terrain graphics to fix#4453
* make ^Tf overlay better mesh with water
* some touch-ups and more variety
* add some texture to base mushrooms
* new stone wall terrain variation -> catacombs
* Xot catacombs wall touchup and Efs flames overlay variation (candle)
* minor variations of walls can be spaced every other SE/SW facing panel
* make flames/torches overlay more responsive to type of wall variants if they are mixed
* Xot^Edb can now put skeletons in the SE/SW catacomb holes