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Caster of Magic Release thread : latest version 6.06!

That sounds good to me. Both those guys are some of the nastiest dungeons/nodes right now, very hard to clear without taking heavy losses if they come in numbers.
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Quote: 2.95
-The AI is now able to summon Phantom Warriors in sea combat.
-Fixed : “-AI will always prefer to cast spells in the first combat turn on melee units, to avoid moving towards the enemy without reaching them and getting killed before using up the MP.” failed to detect the first turn and had no effect.
-Call Centaurs now costs 20 mana.
-Fixed : visibility status of units not refreshed after AI turn, the player cannot click on them even if they moved to a visible location – likewise units no longer visible might still be possible to click.
-Call the Void now does 12 damage to each unit, and has a 66% chance of destroying each building.
-Fixed bug : AI uses rebels to satisfy minimal farming requirements if nothing else is available, population does not shrink to lack of food. (I think this is the 4th time I have to update the town recalculation process? Hope it's the last.)
-Fixed bug : some neutral cities started with buildings their race cannot build.
-Neutral towns will no longer start with a Colosseum built (leftover of Armory replacement)
-Fixed bug : Threatening messages sometimes appear even during war
-Volcanoes produce 2 power per turn.
-Teleporting and Merging units now reconginze they are faster than any enemy when deciding to use the “avoid enemies” tactic.
-Djinn are now worth 900 treasure points, Storm Giants are worth 600.
-Stables now generate 2 Production and cost 2 to maintain. The AI and Vizier now considers it an “essential” type of building instead of “military”.
-Heads for Hydras is now displayed at a better position where it does not overlap with other Hit bonus.
-Units will no longer stop and forget their movement path when crossing a ship/transport.
-Dragon Turtle no longer needs a Stables and the Lizardmen cannot build one.
-Warp Lightning now does a strength 12 warp attack instead of 11.
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If you come out with the next version on Saturday, I'll post it on Reddit!
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(December 23rd, 2016, 17:05)sayke Wrote: If you come out with the next version on Saturday, I'll post it on Reddit!

Perfect, that was the plan anyway!
It's a big update too.
If everything goes well with testing I'll upload it in the next 4-6 hours.
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sweet!
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Aaaaaand, here it is, the moment everyone was waiting for, the next major version number, 3.0!

It's a huge, yet tiny update...tiny from the outside, huge on the inside. Three high impact AI procedures have been completely replaced, buying buildings - small but important, next, the power distribution - pretty much the core of the AI's long term magic strategy, and finally, the huge, vast, gigantic, over 7000 bytes large combat spell selection. It might not sound much in the era of terabytes, but that's over 3 thousand lines of code in assembler...and it's all gone and made completely new.
What does this mean? Mostly that whenever we notice the AI is casting a dumb spell in combat, it's now easy to add any new rules on what to do for it. Even relatively complex rules. The new procedure is a single ASM file, so any changes can be easily recompiled into a new procedure to replace the previous version instead of having to manually insert each part separately, trying to find appropriate sized gaps like in a puzzle. And maybe most importantly, it's less wasteful on space - there are over a thousand unused bytes still remaining, even though I added a million things already - important stuff like picking the spell that actually does the most damage instead of just the one that has higher "priority" even if it's mitigated by enemy defenses.
Of course, this isn't a magic button, we still have to come up with working logic the AI can follow to improve anything, but space won't be a problem for...some time.
About the power distribution procedure, I think the only big change worth mention here : the AI is now aware of various Spell of Mastery research tactics - they can decide to push research up very high, or turn it off and ignore it, or do neither and spend normally. These decisions are not made at random, they are based on the game state, so be careful about that.
Since these are major changes on the inside and I had a quite limited amount of time for testing, there is an elevated risk of bugs, if you find any, please let me know ASAP! I made sure the AI is smarter in every combat situation I could throw at them, but I might have overlooked some corner cases. If you observe the AI to cast worse spells than usual in combat, or have troubles with overland resources (gold, mana, research, casting skill) when they aren't supposed to, please report it (you burning down 90% of their cities does not count :P )

3.0
-AI is aware of the extra -3 save penalty on undead when selecting a target for Exorcise.
-AI is aware of the extra -2 save penalty on normal units when selecting a target for Annihilate.
-Fixed bug : AI considered Spell Locked units valid for Exorcise and Banish again, it got broken in a previous update
-Fixed bug : Banish and Exorcise randomly wasn't cast when it was supposed to work (original 1.31 bug)
-New AI BUY decision procedure : AI now prefers to buy Sage's Guild, Alchemist's Guild, Fighter's Guild, Amplifying Tower, Wizards's Guild, if they can pay 2x their buying cost, Sawmill always, everything else if they can afford 50x the buy cost OR have over 10k gold.
-AI with the Alchemist retort now prefers to maintain a 20% gold 80% mana ratio instead of 50-50 in mid and late game. This should allow them to allocate more on casting skill and research, and only the minimum needed on mana production. If the 80% would exceed 24000 mana, the ratio is adjusted to make sure no resource is wasted by the 30k caps.
-In the optional portrait files, the Sage hero's unit sprites have been redrawn to match the character name and portrait.
-New AI power distribution procedure.
-Now considers the Chaneller, Sage Master, Archmage, Mana Focusing, Alchemy retorts.
-Now considers Sorcery Conjuction
-Now considers the research of Spell of Mastery – able to prioritize or avoid researching it, or do neither as the overall game state demands.
-Now can set amounts in increments of 1% instead of 10%.
-Rush research early Gargoyles, Giant Spiders, Lycanthropy
-All previously added improvements still included or further improved.
-New AI combat spell selection procedure!
This should make adding improvements here significantly easier, as new code can directly be comiled and inserted. The following new features are already included :
; Earth to Mud - additional priority to use on turn 1
; Call Centaurs - additional priority if no enemy unit can reach and enemy has no or low ranged capacity
; Web - additional priority is the target would be a flying unit at a gate
; Web - additional priority now scaled based on amount of own units capable of attacking fliers instead of a flat +15
; Web - additional priority if the target is a hero increased
; Web - additional priority if the target is alone, especially if caster is a unit not a wizard
; Web - Additional priority when own Flying Fortress is in effect and target is a melee unit that flies and cannot teleport
; Single target Direct damage spells - priority increases for each point of expected damage dealt above 3 - simulates the attack 10 times and uses the average
; Single target Direct damage spells - priority not increased for overkill damage
; Single target Direct damage spells - priority boost doubled for heroes - if overkill damage is expected, additional major priority boost : never a waste of MP to get rid of a hero!
; Single target Direct damage spells - Chaos Conjuction no longer adds priority : instead the spell strength is raised appropriately for the damage calculation -> Priority raises as much as the damage dealt!
; Resistance based spells - priority reduction if success rate is below 30%
; Resistance based spells - priority boost for each point of missing resistance on target above the first 3
; Resistance based instant kill spells - additional major priority boost based on success rate in % if target is a hero
; Resistance based instant kill spells - additional priority boost if target is an expensive unit
; Resistance based instant kill spells - additional priority boost if target is a hero
; Resistance based instant kill spells - priority reduction for missing figures
; Resistance based instant kill spells - additional priority if target has the Regeneration ability, as all of these are irrecoverable damage
; Resistance based instant kill spells - priority group is D if chance to hit is low, is type A if high instead of always A
; Resistance based "take control" spells - above changes also apply to them
; Resistance based instant kill spells - cheaper spells (Exorcise, Petrify) have higher priority if chance of success is identical
; Iron Skin - Priority slightly reduced if enemy plays Chaos or Sorcery (too many effects pierce armor)
; Regeneration - additional priority boost if expected to win battle and targeting a hero
; Regeneration - do not use at all unless expecting to win (battle evaluation result, AI has at least medium advantage)
; Entangle - additional priority for each unit having movement 2 or less that will become immobile.
; AEther Sparks - if target has MP, additional priority proportional to amount of MP.
; Spells that check ranged attack strengths - These now consider the To Hit and Ranged To Hit of units. (such as invisibility, guardian wind, etc)
; Confusion - additional priority boost based on success rate in % if target is a hero
; Flight - No additional priority give if the AI has enough units capable of attacking fliers (flying, thrown, breath, ranged, gaze)
; Flight - Additional priority is given if the unit at the gate is flying
; Mass Invisibility - If enemy has no illusion immune units the spell can be cast even if they have no ranged units. (enemy not seeing the units is a big tactical advantage, plus the -1 To Hit penalty is not bad)
; Wall of Fire - Enemy units immune to fire or magic are not counted for priority
; Wall of Fire - Enemy units with 7+ armor or less than 3 figures are not counted for priority
; Immolation - additional priority for each enemy units that has multiple figures, no immunity and no high armor
; Flame Strike - enemy units immune to fire or magic are not counted for priority
; Flame Strike - enemy units that have 21+ armor are not counted, the damage would be too insignificant
; Flame Strike - if fewer than 2 enemy units are counted, spell cannot be cast, unless the unit is invisible and no units can see it
; Disintegrate - additional priority if target has the Regeneration ability
; Disintegrate - additional priority boost if target is an expensive unit
; Mind Storm - additional priority boost if target is an expensive unit (reduced resistance can unlock instant kill spells, reduced defense makes it vulnerable to attacks)
; Warp Reality - Will not be used if own chaos units do not exceed enemy chaos units by 3.
; Exorcise, Holy Word - The additional -3 save penalty on undead is considered in the new resistance based priority boost
; Annihilate - The additional -2 save penalty on normal units is considered in the new resistance based priority boost
; Healing, Healing Charge - The value of the target is now calculated as though it had no damage - as damaged units have proportionally lower value, resulting in the AI not healing units that are too wounded, even if they are valuable.
; Healing - Do not use if total damage on the target is enough but total RECOVERABLE damage is not.
; Raise Dead - Heroes with extremely high stats will no longer be overlooked due to priority overflow (78+ total stats)
; Mass Healing - No longer considers units having less than 3 damage, or the damage is irrecoverable
; Mass Healing - New priority formula, type C+10*(units healed) instead of 5+10*(units healed-1) untyped.
; Mass Healing - If only one target is found, spell won't be used. Normal healing is superior and the AI will almost always know it if they have MH.
; Holy Word, Massacre - Priority now depends on sum of percentage success chance on each affected unit instead of the total number of figures affected
; Holy Word, Massacre - if the above sum is below 50% the spell is not used
; Holy Word, Massacre - Priority is weighted by the percentage of remaining figures in the units instead of the number of them
; Holy Word - If unit is enchanted by Spell Lock, it is considered immune to the spell
; Supreme Light - now belongs to type C in addition to the calculated priority from units affected
; Weakness - additional priority if target has low attack strength and success chance is above 50%
; Weakness - Will not be used if target has a magical ranged attak
; Cloak of Fear - Will not be used if enemy army contains too much ranged units (too much as in, more than one or two really weak archers)
; Cloak of Fear - Priority is based on number of enemy units that have a 50% or higher chance to be affected minus the number of units that have lower
; Cloak of Fear - Will not be used if the above isn't at least 2 high chances than low chances.
; Life Drain, Syphon Life - priority increases for each point of expected damage dealt
; Life Drain, Syphon Life - additional priority if target has the Regeneration ability
; Black Sleep - additional priority boost based on success rate in % if target is a hero
; Darkness - now considers enemy Death units and own Life units as well
; Mana Leak - additional priority for each enemy unit with a magical ranged attack or mana pool
; Mana Leak - priority to be used against city walls lowered - AI units will usually go and attack so this will rarely drag human units from behind the walls.
; Mana Leak - can now be used as an anti-invisibility tactic even if otherwise invalid - to drain MP from the hiding wizard. Priority boosted in this case.
; Terror - now counts as a type C spell
; Terror - now grants priority for each enemy unit (for the -1 HIT), but additional priority for units that have a 40% or higher chance to skip turns
; Wrack - Priority now boosted by % chance of success on each affected figure instead of merely the number of figures
; Wrack - Will not be used unless there are at least 36 figures affected at a 10% chance, or equivalent = expected damage 3.6/turn
; Wrack - Above treshold is significantly lower if all enemies are invisible and no illusion immunity is available
; Wrack - Priority is boosted against enemy Flying Fortress, but threshold is not lowered in this case.
; Wave of Despair - Additional priority if all enemies are invisible and no unit can see them
; Direct damage spells - Additional priority in "anti-flight tactic necessary" situations
; Black Sleep - Additional priority in "anti-flight tactic necessary" situations
; Air Elemental - Additional priority in "anti-flight tactic necessary" situations
; Summon Demon - Additional priority in "anti-flight tactic necessary" situations
; Resistance based instant kill spells - Additional priority in "anti-flight tactic necessary" situations
; Mana Leak - Additional priority in "anti-flight tactic necessary" situations
; Wrack - Additional priority in "anti-flight tactic necessary" situations
; Call Centaurs - Additional priority in "anti-flight tactic necessary" situations
; Construct Catapult - Additional priority in "anti-flight tactic necessary" situations
; Call Lightning - Additional priority in "anti-flight tactic necessary" situations
; Confusion - Additional priority in "anti-flight tactic necessary" situations
; Magic Vortex - Additional priority in "anti-flight tactic necessary" situations
; Magic Vortex - If there are fewer than 2 enemy units not immune to magic, it won't be used
; Crack's Call - additional priority if target has the Regeneration ability
; Crack's Call - additional priority boost if target is an expensive unit
; Call Lightning - Do not use if at overwhelming disadvantage and no chance to stall
; Flight - If no enemy unit can attack a flier and the AI is at overwhelming disadvantage, major priority boost to stall
; Air Elemental - Now receives priority if the enemy is weak against Weapon Immunity
; Air Elemental - Now receives priority if the fastest enemy units is slower than 5 and the AI is at overwhelming disadvantage
; Air Elemental - Now receives priority if the enemy cannot attack a flying unit
; Summon Demon - Now receives priority if the enemy cannot attack a flying unit
; Wave of Despair - Will not be used if there are units immune to it and the ONLY one unit not immune is a summoned Centaur, Catapult, Phantom Warrior, or Fire Elemental.
; Healing, Healing Charge - Additional priority if targeting hero
; Warp Creature - Priority reduced if target unit has low stats, increased if high
; Shatter, Vertigo - Priority increased by melee attack power of target


Merry Christmas, and as always, have fun!
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simply sweet.

any place where i could find a link to it?
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First post has the link to the website. On the left side, "Master of Magic, Caster of Magic downloads", and then pick the file caster30.zip
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must be drunk, 'cause i just looked at the website for like 10 minutes and didn't notice it 'till now.
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small update :


Quote: 3.0a
-fixed bug “AI power distribution strategy” returns random values if no matching strategies are found instead of “none”
-fixed bug – AI read historian graph wrong when deciding on pushing research for SoM.
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