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Major improvement to the Xconq kernel


A new path-finding code by Peter Garrone has just been checked in. It uses
the Astar algorithm and lives in the new source file path.c.

This is a major improvement to the Xconq kernel. You will notice this in
two ways:

Improved AI performance. AI-controlled units no longer get stuck at the
edges of lakes and other obstacles.

Improved ease of manual play. Now you can click anywhere on the map, and if
it is possible for your unit to get there, it will go there. No need to
micromanage unit movement any longer.

Thanks Peter!

Hans




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