Beta Test 3.0.0!
Beta test is now 3.0.0!!
[h2]Addition[/h2]
[h3]TUTORIALS[/h3]
[h2]Change[/h2]
[h3]MANUALS[/h3]
[h3]STRATEGIC AI[/h3]
Strategic AI now uses a finer pathfinding grid- all custom campaigns must recalculate the grid in the ‘garrison’ tab of the map editor
[h2]Fix[/h2]
[h3]ACHIEVEMENTS[/h3]
[h3]AI[/h3]
[h3]CAMPAIGN[/h3]
[h3]DUCTS[/h3]
[h3]MULTIPLAYER[/h3]
Changelog
[h2]Addition[/h2]
[h3]TUTORIALS[/h3]
- Building tutorials are now better at figuring out whether a placement is functionally equivalent to the recommended placement and allowing it
- The rotation instructions in the building tutorials have been tweaked to be a bit more clear
- The tactical control tutorial now has a voice over
[h2]Change[/h2]
[h3]MANUALS[/h3]
- Many updates and tweaks to the in-game manuals and how they are displayed
- The manuals are more usefully integrated into the inventory now
[h3]STRATEGIC AI[/h3]
Strategic AI now uses a finer pathfinding grid- all custom campaigns must recalculate the grid in the ‘garrison’ tab of the map editor
[h2]Fix[/h2]
[h3]ACHIEVEMENTS[/h3]
- Fixed the achievement for declaring war on an ally
- Fixed the Oynx watch HQ achievement for QfN
[h3]AI[/h3]
- The empty manoeuvre routine no longer bothers to check for ‘out of control’ state
[h3]CAMPAIGN[/h3]
- AI scuttling rules for distance now only take effect if the unit is moving away from all of your units at least 5 m/s
- Capturing a board section now takes 10 minutes (1 minute at x10 speed), this gives the AI more time to respond.
[h3]DUCTS[/h3]
- Set EMP susceptibility and resistivity values to match parent blocks.
[h3]MULTIPLAYER[/h3]
- A number of adventure mode (beta_test only) issues fixed that resulted in clients not spawning properly or receiving incorrect data
- Fixed an AI exception on clients in multiplayer
- Players who are not in an adventure mode (beta_test only) session have their previously saved positions wiped (when saving) so they don’t end up spawning in the middle of no-where should they join a future session