Ivan Shibanov
Ivan Shibanov
> > > The original range of values was [0;5] while we have [-2;26]. This will definitely change AI behavior in general. Also ENDLESS_BAG_GOLD and ENDLESS_PURSE_GOLD have values of 0...
Reproduced it. It's not animation bug as is, it is because it's a 2-hex unit and "head" is not on the attack spot. Unit is ordered to move to the...
This is an action/logic issue. Turns out in OG game this move is impossible. You attack one of the 8 directions rather than attacking the tile. This downwards central attack...
@ihhub @Branikolog So this case is kind of undefined behavior. What do we want? Disable this kind of attack? Should phoenix turn around and strike those two tiles? If elf...
This is actually OG behavior, caused by original map editor and how objects are stored in MP2 files. Examples from the editor:   @Branikolog Look at the actual size...
Another case of #501 (head and tail hexes).
Currently AI buys hero only at the start of the turn, have to add another check at the end after all moves.
@LeHerosInconnu I tested a fix for this issue. While it covered your particular scenario I'm still not quite satisfied with the solution. When I replaced slow archers with Grand Elves,...
> > This is related to pathfinding algorithm which returns an invalid path for the monster to show the correct cursor. @idshibanov , would you mind to take a look?...
> Especially for the cases, when AI lost all his towns and castles: currently it continues wandering over adventure map, while he should run as fast as he could to...