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Releases: iconidentify/chonkcraft

ChonkCraft 0.1.1-beta22

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@github-actions github-actions released this 17 Aug 14:48

Smarter Armies, Faithful Orders, and Reliable Campaigns

  • Brought all 206 authenticated player-command scenarios into exact retail behavior, including every captured Attack, Attack Move, Patrol, Repair, Return Goods, Train and Stop scenario.
  • Corrected attack, patrol, repair and stand-ground timing so units honor their current animation, finish residual movement and settle on the same beat as retail.
  • Matched retail handling for queued movement, group destination spreading, resource-return timing and the final movement left over after attacks, reducing ignored or awkward-feeling orders.
  • Expanded command coverage from 134 to 206 dual-engine scenarios, including training, stand-ground and larger command selections.
  • Improved computer base awareness, force counting, worker quotas and construction placement so opponents recognize their real home army, avoid occupied building sites and rebuild their operating area correctly.
  • Fixed several computer economy stalls: tankers can establish the nearest oil platform, workers pause correctly at the hall, and workers inside mines or platforms no longer make the computer forget its town.
  • Prevented vanishing vision markers and buildings on other islands from corrupting the computer's home-area calculations.
  • Preserved Human mission 2's rescued-unit victory countdown across save and reload.
  • Added per-cycle native AI comparison across additional campaign opponents, with several computer players now matching retail state through 1,800 simulation cycles.

ChonkCraft 0.1.1-beta21

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@github-actions github-actions released this 17 Aug 13:16

Smarter Armies, Faithful Orders, and Reliable Campaigns

  • Brought all 206 authenticated player-command scenarios into exact retail behavior, including every captured Attack, Attack Move, Patrol, Repair, Return Goods, Train and Stop scenario.
  • Corrected attack, patrol, repair and stand-ground timing so units honor their current animation, finish residual movement and settle on the same beat as retail.
  • Matched retail handling for queued movement, group destination spreading, resource-return timing and the final movement left over after attacks, reducing ignored or awkward-feeling orders.
  • Expanded command coverage from 134 to 206 dual-engine scenarios, including training, stand-ground and larger command selections.
  • Improved computer base awareness, force counting, worker quotas and construction placement so opponents recognize their real home army, avoid occupied building sites and rebuild their operating area correctly.
  • Fixed several computer economy stalls: tankers can establish the nearest oil platform, workers pause correctly at the hall, and workers inside mines or platforms no longer make the computer forget its town.
  • Prevented vanishing vision markers and buildings on other islands from corrupting the computer's home-area calculations.
  • Preserved Human mission 2's rescued-unit victory countdown across save and reload.
  • Added per-cycle native AI comparison across additional campaign opponents, with several computer players now matching retail state through 1,800 simulation cycles.

ChonkCraft 0.1.1-beta20

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@github-actions github-actions released this 14 Aug 07:26
0e383e6

ChonkCraft 0.1.1-beta20 -- Responsive Orders and Smarter Opposition

  • Fixed rejected commands erasing a unit's valid movement queue, group waypoint, or attack-move resume state. Units now keep following their prior orders when an incompatible or stale replacement command is refused.
  • Restored the ordinary skirmish computer's resource, construction, force-formation, and attack scheduler, closing forty known AI behavior failures.
  • Kept retail campaign opponents exclusively controlled by their Battle.net Edition ai.bin personalities, including profiles whose bytecode is only partially decoded, so a second generic AI cannot spend their resources or move their units.
  • Restored Human mission 6 assault movement when a bounded patrol route reaches an empty prefix, preventing computer attackers from freezing beside valid targets.
  • Preserved AI assault behavior, home coordinates, and carried-resource state across saves so loaded opponents and workers resume the job they had before saving.
  • Added authenticated player-intent capture and replay-outcome certification across 27 retail multiplayer replays, covering 168,788 commands and 22,518 multi-unit selections.
  • Added exact regression coverage for refused command transactions, queued replacements, retail-AI isolation, Human 6 assault recovery, and save/load cargo continuity.

ChonkCraft 0.1.1-beta19

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@github-actions github-actions released this 13 Aug 06:13
f689a35

ChonkCraft 0.1.1-beta19 -- Reliable Siege and Naval Fire

  • Fixed ballistae and other ranged units leaving phantom projectiles behind when they move, stop, retarget, die, or resume from an older save.
  • Kept pre-launch fireballs, cannonballs, arrows, and axes invisible until Battle.net Edition's authoritative firing moment, eliminating missiles that appeared stuck on their owner before launch.
  • Prevented duplicate presentation callbacks and legacy save data from manufacturing multiple live shots for one attack.
  • Removed abandoned ship cannonballs when their target dies instead of leaving a projectile stranded in the water or reviving it during a later attack.
  • Fixed battleships acknowledging an attack on a coastal building but remaining idle when the final shoreline route step was permanently blocked.
  • Added an in-range water approach for capital ships attacking coastal buildings when no reachable one-tile target skirt exists.
  • Added exact-save regression coverage for the Human 6 ballista and Human expansion 6 battleship reports, plus expanded projectile and movement lifecycle gates.

ChonkCraft 0.1.1-beta18

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@github-actions github-actions released this 13 Aug 01:40
f831725

ChonkCraft 0.1.1-beta18 -- Reliable Attack-March Combat

  • Fixed enemy units reaching a target under an attack-march order, visibly swinging, and then dealing no damage.
  • Unified commanded attacks and attack-march combat around Battle.net Edition's native attack program while preserving the march destination.
  • Repaired the stalled orc grunt versus ballista encounter captured in the Human 6 save: the first hit now lands after 13 cycles and repeats on the retail 25-cycle cadence.
  • Added authenticated Human 6 coverage that uses the original mission data and prevents this combat deadlock from returning.
  • Preserved all 52 campaign parity results with zero regressions and retained the accepted common frontier at cycle 41.

ChonkCraft 0.1.1-beta17

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@github-actions github-actions released this 13 Aug 00:12

ChonkCraft 0.1.1-beta17 -- Deeper Battle.net Edition Convergence

  • Corrected route ownership when allied chasers meet at a drained movement boundary, advancing XHuman 10's first divergence from cycle 41 to 54 without weakening the standing-blocker behavior.
  • Restored the retail melee route-to-attack handoff: a fighter whose final route heading reaches its occupied quarry attacks immediately instead of serving an invented 23-cycle collision wait.
  • Moved XHuman 9's first skeleton strike from cycle 81 to the Battle.net Edition cycle 55; its next difference is now a separate defensive reaction.
  • Fixed replacement AI construction orders inheriting a failed order's completion flag, preventing a correctly reissued farm from erasing itself and sending its worker back to lumber.
  • Advanced XHuman 2's first coarse divergence from cycle 58 to 82 and made its player economy exact through cycle 200.
  • Improved the 52-campaign cycle-200 survey from 4 clean fixtures to 19 clean fixtures with zero regressions and promoted the authenticated common frontier to cycle 41.
  • Reached 98.453% agreement across 1,369,366 paired unit-cycles and 99.543% agreement across 1,338,052 comparable route decisions.

ChonkCraft 0.1.1-beta16

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@github-actions github-actions released this 12 Aug 06:29
74ea890

ChonkCraft 0.1.1-beta16 -- Reliable Shoreline Construction

  • Fixed accepted shipyard orders that sent a peasant to the coast, acknowledged the command, and then waited forever without laying a foundation.
  • Restored Battle.net Edition's ranged construction arrival rule: a land worker raising a shore building finishes beside its legal footprint instead of being required to enter water.
  • Applied the correction to the shared construction state machine so shipyards, foundries, refineries, and future ranged construction use one coherent rule rather than building-specific exceptions.
  • Added an end-to-end behavioral referee that starts with an accepted green shoreline placement, advances the worker through the normal order stream, and requires the shipyard foundation to appear.
  • Passed 48 focused construction, production, tanker, and oil-platform checks with zero failures and zero skips.
  • Verified all 52 authenticated campaign fixtures through 200 cycles with zero failures and zero regressions against the accepted h40 frontier.

ChonkCraft 0.1.1-beta15

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@github-actions github-actions released this 12 Aug 05:31
c7b9183

ChonkCraft 0.1.1-beta15 -- Natural Shoreline and Terrain Movement

  • Recreated Battle.net Edition's widening move-order behavior: ships ordered onto shoreline now sail to the closest legal water instead of acknowledging the command and remaining stationary.
  • Ground units ordered toward water, trees, or other incompatible terrain now approach the nearest reachable edge, including orders issued through the minimap.
  • Preserved the native distinction for genuinely disconnected destinations, which remain safely bounded and eventually stop without crossing illegal terrain.
  • Restricted an autonomous-critter terrain guard that had accidentally cancelled ordinary player movement before the pathfinder could apply the retail rule.
  • Strengthened the authenticated movement referee from 87 to 88 checks, with explicit behavioral proof for ships approaching land, soldiers approaching water, and soldiers approaching dense forest.
  • Verified all 52 authenticated campaign fixtures with zero failures and zero regressions against the accepted h40 frontier.
  • Verified the complete engine failure set is identical before and after the change, while the new player-facing movement tests pass.

ChonkCraft 0.1.1-beta14

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@github-actions github-actions released this 12 Aug 04:46
58935fb

ChonkCraft 0.1.1-beta14 — BNE Combat and Action Scheduling

  • Recreated the Battle.net Edition attack-program boundaries that decide when melee damage, projectiles, and impact effects become authoritative, even when presentation callbacks arrive early or late.
  • Eliminated duplicate and delayed missiles by separating launch presentation from simulation ownership, preserving native constructor ordering, and matching the fixed-pool same-cycle impact cadence.
  • Corrected the final construction pulse: completed buildings now wait for Battle.net Edition's last completion interval before becoming available and contributing supply.
  • Recreated cooperative traffic refusal behavior so an attacking unit transfers into the native movement wait when its first heading is occupied, without restarting units already executing their movement program.
  • Reduced early mobile action-cursor mismatches by 98 percent across the authenticated campaign evidence while preserving the accepted 52-campaign frontier with zero regressions or failed fixtures.
  • Strengthened semantic parity evidence to compare exact action cursors, facing, and order points, making future scheduling differences visible instead of treating related action families as equivalent.
  • Added focused regressions for melee timing, projectile preparation and impact cadence, construction completion, movement refusal, and semantic trace fidelity.
  • Verified the full Java engine suite against the previous public baseline: the exact pre-existing failure set is unchanged, with five additional passing tests.

ChonkCraft 0.1.1-beta13

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@github-actions github-actions released this 11 Aug 23:59
ab22d88

ChonkCraft 0.1.1-beta13 — Construction, Combat, and Movement Fidelity

  • Corrected builders that entered a construction footprint too early: they now finish the exact Battle.net Edition approach to the stored build point before founding the structure.
  • Recreated the occupied-destination refusal sequence used when a unit's route ends beside a moving blocker, including the native retry cadence and solid-to-soft congestion transition.
  • Preserved long terminal flight routes so air units no longer invent an extra pause before their final diagonal step.
  • Moved kill scores, kill counts, and razing counts into the deterministic simulation event where the lethal hit occurs. Headless games and multiplayer now receive the same immediate result as the visible desktop game.
  • Removed the old render-loop score sidecar and aligned parity traces with Battle.net Edition by excluding units already in their death lifecycle from live-unit totals.
  • Added regression coverage for exact construction arrival, occupied point refusals, long flyer routes, synchronous scoring, and traversal across a destroyed building's former footprint.
  • Investigated the reported Human Mission 5 blocked-barracks area from the saved game: the destroyed footprint is clear in the saved world and ground units cross it under the real player-command path; the lifecycle is now protected by an automated regression test.
  • Completed a clean build of every Java module and passed the focused gameplay suite, documentation gate, and 52-campaign semantic regression survey with zero failed fixtures.