AI INFLUENCE — UPDATE 4.0.2
New:
Arena training — new troop training system at town arenas. Arena masters put your troops through intensive sparring: troops gain XP for 8 hours of training. You can train only your own party, only a companion's troops (if they're in town), or all clan parties at once. Cost depends on troop tier (base rate ~12 denars, cheaper in own settlements). Some fighters may get injuries from sparring. 72-hour cooldown after training. During tournaments the arena is busy — training unavailable. Can be toggled in MCM settings («Arena Training»).
Fixed:
Medicine XP on hero recovery — fixed XP multiplier (was 10× too low), so the surgeon got barely noticeable XP for recovering lords or companions.
Lords now receive medicine XP on personal recovery — previously XP was awarded only to the party surgeon. If a lord is the patient (not the surgeon), they now additionally receive 50% of standard XP as experience from surviving illness. Works for player, AI lords, and companions.
Medicine XP increased for disease treatment.
Diplomacy: fixed bug where an accepted trade agreement was repeatedly shown as «pending response» in a new event. Cause — response check (alreadyResponded) only looked in active events (allActiveEvents), but cleanup had already cleared KingdomStatements of the completed event. Responses are now also searched in DiplomaticStatementsStorage, where acceptance is preserved regardless of event lifecycle.
Diplomacy: added reject_territory action for rejecting territory transfer demands. Previously AI could only accept (transfer_territory) but not reject — territory demands accumulated in PENDING PROPOSALS and hung indefinitely. Now demand_territory can be answered with either transfer_territory (accept) or reject_territory (reject); in both cases the proposal is closed.
Diplomacy: fixed territory transfer and quarantine with multiple actions. When AI returned multiple actions with settlement_id comma-separated (e.g. "castle_EN9,town_EN2"), the full string was passed to each action instead of splitting by index. TransferSettlementById then looked for a settlement with compound ID and found nothing — territory transfer failed silently, quarantine couldn't find settlement. Bug present in 4 action execution points: HandleKingdomStatement, two immediate action paths for AI statements, and PublishPlayerStatement. All four now split settlement_id by commas and each settlement-using action (transfer_territory, reject_territory, demand_territory, quarantine_settlement) gets its ID by index — same as target_kingdom_id. Also fixed handling of internal actions (quarantine_settlement, expel_clan) in immediate paths — they could be skipped when target_kingdom_id was absent.
Александр Карасик
Кажется, это обновление
Apr 01 15:48
Sel Und Irae
Cough, Add more sub tiers.
Apr 04 17:50