AI相关 - AI specific
[Improvement] AI turns have again had their speed increased exponentially. Under the fog of war the AI will act even faster.
AI过夜速度继续优化;
[Improvement] AI will now give a higher threat value to ranged units, as well as having a `tighter` threat evaluation within combat maps when addressing what to attack. Working on this is an ongoing task and will be further improved in the future.
AI现在对远程单位有更高的威胁级别;
[Improvement] Calculations for what damaging moves to use have also been improved. As an example if an enemy unit stack is low in numbers or has low health the AI will not longer use it`s most powerful spell to kill it, but instead work out what is the most cost efficient spell to do get the job done.
AI现在会避免对数量较少的目标使用过于强大的法术,而是会选择最有效的方法消灭目标;
[Improvement] Optimised AI thinking times on Adventure map, which are now near-instant. NOTE: AI interactions with forts still take up to three extra seconds due to the fort destruction/repair animations.
[Fixed] An issue/crash related to uninitialised armies performing checks for the pathfinding.
未初始化的部队进行寻路检查时游戏崩溃;
[Fixed] An issue related to AI calculations for reachability which could result in a crash.
AI计算地点是否可以到达时会导致游戏崩溃;
[Fixed] A rare crash when interacting with a high-level town.
进入高级别城镇会导致游戏崩溃;
[Fixed] A crash during AI turn after a ship combat had been lost.
AI输掉海战后,结束回合时会导致游戏崩溃;
[Fixed] A rare crash with targeting spells outside the grid.
法术目标在格子外会导致游戏崩溃;
[Fixed] A crash with AI town threat sorting.
AI城镇威胁排序会导致游戏崩溃;
[Fixed] Weird movement (bridges/obstacles) and positioning of AI controlled combatants.
AI单位会出现奇怪的移动方式;
[Fixed] AI skipping its turn when its first hero is in a shelter.
AI的第一个英雄在庇护所内时会跳过自己的回合;
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