Shadows of Forbidden Gods

Shadows of Forbidden Gods

Community Library
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Update: 15 Jul, 2023 @ 8:58am

- Renamed `onIsElderTomb` hook to `onEvent_IsLocationElderTomb`
- Broadened the use case for the randStore from UA (agents) to Unit.
- Updated documentation on the wiki.

Update: 13 Jul, 2023 @ 12:44am

- Player Agents will now pathfind through the "The Entrance" wonder automatically.
- Implemented `onIsElderTomb` hook so that the game can find a-typical (not `Set_ElderTomb`) elder tombs.
- Changed internal dictionary types of randStore to `object` so that it can be used for anything, not just instances of `AIChallenge`.
- Reworked Universal Agent AI so that it can handle Tasks as well as Challenges.
- - Dynamically creates new UI element that displays the Universal Agent AI's Tasks alongside the agent's challenges.
- - Documentation has not been updated at the time of this update. It should be done in the next few days. If it doesn't mention the AIData struct, it hasn't been updated yet.
- Reduced boolean comparisons required for Universal Agent AI debug feature by ~50%.
- Implemented UAENOverride AI for Cordyceps' Drone agents (`UAEN_Drone`). This does not introduce a dependency.

Update: 8 Jul, 2023 @ 11:11am

- `Task_GoToWilderness` added.
- Utility Tasks can now be directly called with a pathfinding delegate.
- `onRazeLocation_EndOfProcess` hook implemented.

Update: 3 Jul, 2023 @ 11:10am

- Fixed Monster Action Hooks not working correctly.
- Integrated Monster Actions hooks into the UI.

Update: 3 Jul, 2023 @ 4:55am

- Fixed `Out of Bounds Exception` in pathfinding code.

Update: 28 Jun, 2023 @ 3:15am

- Fixed `respectArmyIntercept` not checking that the army's home location is the challenge location.
- Added new ControlParameter: `respectTenets`. If true, any agent who's society is a HolyOrder will check that holy order's tenets for utility modification, using the base game `HolyTenet.addUtility`. function.

Update: 27 Jun, 2023 @ 12:01pm

- Fixed Error that messed up viewing non-commandable agent's challenges and the utility scores therefor.
- Fixed Incorrect Utility outputs from the Universal Agent AI.
- Control Parameters for Agent AI expanded again.
- - Individual unit types can now be debugged separately using `ControlParameters.debugProperties`.
- - `respectArmyIntercept` - If true, will give negative utility to challenges that will result in an agent being intercepted by an army based at the challenge's location.
- - `respectTraits` - Gives control over whether to check traits for utility modifiers.

Update: 27 Jun, 2023 @ 4:49am

- Fixed repeated typo of `delegate` in Pathfinding code. The variable is now called `pathfindingDelegate` instead of the incorrect `deligate`.
- Universal Agent AI can now handle checking against all challenge types. If an AIChallenge has been passed to it for a given challenge Type, it will use the AIChallenge, otherwise it will use the challenge's default functions.
Rituals for which an AIChallenge has not been provided can only be tested against the agent's own location, not against all locations.
- The ControlParameters struct, which defines the behaviour of the Universal Agent AI for a given unit type, has been expanded with four new values:
- - `bool considerAllChallenges` - If true, the AI will use the base profile, validity, and utility functions of challenge Types for which it has not been given an AIChallenge. See point above ^.
- - `bool forceSafeMove` - If true, the AI will assume that the agent requires a safeMove path to all challenges, regardless of the AIChallenge's own safeMove value.
- - `bool includeNotHolyTask` - If true, the utility of tasks will be effected by the 'Not Holy Task' that Acolytes use to bias them towards doing only holy tasks.
- - `Func<Location[], Location, Unit, bool> pathfindingDeligate` - If not null, the AI will use the Community Library's new pathfinding solution, with this delegate, to check that it can reach a given challenge. If null, it will instead use the base game's `getPathTo` function.

Update: 26 Jun, 2023 @ 8:00am

- Final fix for the `interceptReplaceItem` hook. The Community Library no longer generates errors on launch for game version 1.0 (which is currently on the beta branch).
This was causing other features to fail. I apologies for it taking so long to identify and resolve.
- New Pathfinding algorithm is now available which can take arbitrary delegates for determining location validity. If you want to make a modded creature that can only walk in elf cities, or on land, you can now do that.
- This is accompanied by two new hooks: `interceptGetPathTo_Location` and `interceptGetPathTo_SocialGroup`. These hooks are called whenever the base game's pathfinding code is run, and can be used to conditionally replace it with the new pathfinding solution.

Update: 21 Jun, 2023 @ 12:40pm

- Fixed danger not generating the required reason message in the Universal Agent AI. The value was correct, the reason simply wasn't displayed in the tooltip.