C2C SVN Changelog

SVN-11620
v44.BETA.8241 - 2024-05-19

All Changes

Merge branch 'master' into release -- Toffer
Refactor -- Toffer
Fixed blitz units just making all their attacks consecutively in some instances, they should only attack once per attack command. -- Toffer
 
11622 - v44.BETA.8245 - 2024-05-21 CTD on new game, didn't test the contract broker logging well enough, just shifted the CTD from one place to another with my fix.

- Fixed some asserts related to CvSelectionGroup::continueMission(...) and combat. (Toffer)
- Some improvements to CvUnitAI::AI_moveIntoCity(...), especially for infiltrator AI. (Toffer)
- Fix CTD from contract broker logging when using AI autoplay right after loading a save with logging turned on. (Toffer)

| https://sourceforge.net/p/caveman2cosmos/code/11622
| https://github.com/caveman2cosmos/Caveman2Cosmos/compare/49b436befa83...71f4b162e26d
 
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SVN-11624
v44.BETA.8250 - 2024-05-22

All Changes

Merge branch 'master' into release -- Toffer
Fixed case where one couldn't capture a city if a criminal unit was visible inside it, as they are blend into city trhey cannot defend, simplistic check on city capture thought it could defend so ergo the city couldn't be taken. -- Toffer
run contractbroker cleanup on save load instead of on contractbroker init -- flabbert
 
SVN-11625
v44.BETA.8252 - 2024-05-26

All Changes

Merge branch 'master' into release -- Toffer
Fixed combat camera not releasing under some options, removed some redundant stuff, tweaked combat timing a bit so that it at least is a bit more correct (there's a bad timing issue in it currently that needs a bigger overhaul to fully solve) by having it check if the combat resulted without the death of the defender before checking if the defender was dead, as multiple combats against the defender may have occured before this check so the wrong attacker against it might be considered the one that killed it when it did not. -- Toffer
 
11626 - v44.BETA.8255 - 2024-05-27
  • Added some debug code in regards to units getting stuck in combat, so the debug dll will unstuck them (correct the faulty data) and throw out informative asserts. (Toffer)
  • Added a possible safeguard against units to get stuck in perpetual state of combat which can cause the game to hang on end turn (Toffer)
    • Further testing showed that this didn't help, wait for next SVN rev before playing, aprox. 1 hour from now.
  • Rewrote the Golden Spike special building reward python code, it was bugged, passed NULL plots into a dll function for pathfinding, and it was too concoluted to just fix as it was, wrote something simpler that does the same thing, perhaps even better depending on perspective. (Toffer)
  • Fixed AI making units that cannot be commanders into commanders, Noble, warlords and other non great general units that use the great general AI code. (Toffer)
| https://sourceforge.net/p/caveman2cosmos/code/11626
| https://github.com/caveman2cosmos/Caveman2Cosmos/compare/6c4f93b12f2b...78b6297f7b20
 
11627 - v44.BETA.8257 - 2024-05-27
  • Fixed some issues with combat code that caused units to get stuck in combat after a stealth defense. (Toffer)
    • Stealth defense will happen less now that what was intended by design.
    • I will make further changes to stealth defense to get it back to normal after the overhaul of combat code that I'm working on
      • the vanilla code structure for this doesn't really work well with all the advanced combat features we have forced into it.
  • Stealth defense can now not happen if the stealth defender doesn't see the incoming unit (Toffer)
    • Made no sense to get both the message that your unit snuck up on an unsuspecting unit and that the same unsuspecting unit ambushed your clueless attacker. ^^
| https://sourceforge.net/p/caveman2cosmos/code/11627
| https://github.com/caveman2cosmos/Caveman2Cosmos/compare/78b6297f7b20...0583dfe60662
 
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