The focus of this release was implementing a new 'air dominance' strategy intended to punish players who don't get AA, and to make better use of rally points.
- New air dominance strategy - if the enemy fails to get AA quickly enough the AI will aim to focus all its resources on building bombers to overwhelm them. Related to this I've reworked some of the logic for choice of bomber targets
- Better use of rally points - units will look to gather at a rally point between our base and the enemy, so they are less likely to cause pathfinding issues at base and can respond quicker to threats
- Improved logic for ACU upgrades - fixed some bugs and added new checks so ACU should be less likely to upgrade when near the enemy base, while upgrading sooner if its able to, and attacking the enemy sooner once upgraded
- Various other bugfixes and minor tweaks
The air dominance strategy is mostly a 'win more' strategy, but I've seen a few games my AI has played (both against humans and AI) where it has an initial bomber that does a lot of damage before being shot down, yet eventually the enemy is able to recover from the damage and wins the game. The hope with the air domination strategy is that such games turn into a quick win instead of just a moderate advantage. However it has its risks, since it's incredibly mass efficient to counter air units that are attacking your base, and if you kill them you then benefit from all their wrecks.