V8 Release
32 Changes made, largely based on replays and testing on M5 and M6 of the FA campaign. The more significant of these changes are:
- Improved how M28 handles missions 5 and 6 of the campaign (mission 5 - it should no longer try and target invulnerable civilian buildings; mission 6 - it should build things despite not having an ACU and is less likely to have a bunch of GCs sitting underwater taking damage from enemy subs)
- Early game improvement in teamgame scenarios - previously M28's ACUs and engineers would consider moving to a nearby zone with unclaimed mexes even if that zone had another M28 ACU/base in it (now they will prioritise other nearby locations first)
- Increased the likelihood of T2 arti being built in response to certain enemy threats (such as an enemy firebase)
- Units should move instead of attack-move when they think they should easily crush the enemy (to avoid e.g. a GC inching forwards on attack move due to t1 engineers or land scouts)
- Reduction in the land zone size of start positions as on some mapgen maps they ended up reaching to the midpoint of the map
- Fixed a resource sharing bug that could lead M28 to think it was mass stalling when it wasnt
- Improved late-game so it's less likely that multiple game enders will be started at once
- Improved mass storage logic (it now gets more accurately factored into income, and is more likely to be built around T3 mexes in priority to T2)
Acknowledgements
Radde and Azraeelian Angel for each providing a number of human vs AI teamgame replays (that formed the basis of most of the changes made this update)