v39 Update
25 changes, the majority relating to a replay featuring modded units:
- Transports should now consider dropping ponds that have mexes (which also helps workaround an issue with a replay I saw where the map design resulted in FAF namesh generation incorrectly thinking ponds were pathable)
- Cheaper versions of buildings should be prioritised early game (to stop unit mods that introduce experimentals at the T1 stage tanking the economy, or for expensive hydros to be built at the start of the game)
- Fixed a bug with land units not retreating in certain rare cases, and adjustments to ACU retreat logic. Also expanded logic for long range enemy threats so e.g. ravagers should now be taken into account to help with smaller maps where their range exceeded the size of a zone
- Improvements to shield logic, fixing an issue where multiple shields would be built on the outskirts of the base (shielding nothing but themselves)
- Various bugfixes and workarounds, including a workaround for a Brewlan bug that categorises torpedo bombers as transports (which causes an error when the AI tries to check if the unit has a cargo).
Acknowledgements
- fertgl - Replay showing an issue with shields being built outside the main base on open palms