Advertisement
G4U55

Untitled

Nov 5th, 2018
95
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.03 KB | None | 0 0
  1. Update v1.1.2:
  2.  
  3. ### AI
  4. * AI now takes into consideration from how many of the currently visible enemies they could be attacked from a tile before stepping into it. They will try to position their units on tiles that can be attacked by as few enemies as possible while still being able to attack from where they are.
  5. * Added a threshold for when melee units that currently can attack an enemy will retreat, causing them to stay in combat for longer. This shall help Orks in particular, who often lost a lot of units from being too undecisive with their many melee units.
  6. * AI now mathematically determines whether building a second construction building makes sense and will put more emphasis in getting it quickly when it does.
  7. * AI now puts more emphasis on not getting their population growth reduced.
  8. * Area of Effect is now properly taken into consideration for AI unit selection.
  9. * Fixed an issue with the AI not getting resources refunded when canceling an order under certain circumstances.
  10. * AI no longer disbands units when their cities are damaged as not losing is more important than fixing the economy in such a scenario (and most of the bad economy is caused by city damage anyways).
  11. * AI is now much more concerned about defending territory near to its cities as compared to pushing further wherever its army is. They will now also return from somewhere else to defend their cities as luring away their units and then killing the city was too exploitable.
  12. * Evaluation of how good a city location is now depends on distance from own army.
  13. * Made algorithm that makes unit evaluation go from cost efficiency towards tile efficiency the more units are available.
  14. * AI is now capable of planting orkoid fungus.
  15. * AI now can handle severe resource shortages via disbanding excess units.
  16. * AI should no longer overrule the order to found a city with another order.
  17. * Fixed a bug that prevented Space Marines AI from actually acquiring tiles with a range of 5 from the headquarters.
  18. * Fixed an issue that could cause AI to build nothing at all when they were completely happy with their city.
  19.  
  20. ### General
  21. * Adjusted difficulty names for the improved AI.
  22. * Changed visualization and audio of Neophyte Hybrids' Return To The Shadows ability to better match its description.
  23. * Tweaked Land Raider model and animations.
  24. * Tweaked color intensity of some Space Marine vehicles.
  25.  
  26. ### Bug Fixes
  27. * Fixed unit health bars not refreshing when a unit has a wait order.
  28. * Fixed neutral Techpriest Enginseer units sometimes continuously appearing from the ground.
  29. * Fixed Jokaero Digital Weapon item having an incorrect range of 1 instead of 2.
  30. * Fixed quest screen not closing by keyboard shortcuts like other screens.
  31. * Fixed crash when closing the settings screen after opening it with Ctrl+E.
  32. * Fixed outposts not being captured when the player control of a unit changes.
  33. * Fixed Stormraven Gunship research not requiring Launch Pads to be researched.
  34. * Fixed Dimensional Sanction research description not mentioning action cost reduction.
  35. * Fixed several English typos.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement