GLOBAL BATTLE STATE
[p]Hi all, after a long while, we’ve finally managed to squash a few bugs and implement several optimizations. Nothing critical, but the UI should now feel noticeably more responsive, especially on Windows and during AI turns. Almost everything has been moved to a few simple arrays, reducing overhead when dynamically creating collections.[/p][p]We’ve also introduced a global battle state system, where the AI evaluates whether it should act more aggressively or defensively. This is a new subsystem, so your mileage may vary - in some battles, the impact is quite noticeable, while in others, it might make little to no difference.[/p][p]We are starting to patch all games, please let me know if you have any suggestions or notice anything unusual![/p][p]Take care, Les[/p]