v90 Update
28 mostly very minor changes and fixes; however there's a chance one of the changes (re reclaim) could make M28 run much slower so let me know if things are significantly slower (testing suggested it's mostly just the start of the game that will take a bit longer, e.g. +10s on an 80km map)
Also if anyone knows of a map with plateaus that have significant reclaim but no mexes on them let me know and I can test if one of the changes added this version works as I'd expect.
- Transports should consider dropping to plateaus with no mexes if they have significant reclaim on them, and do a more precise calculation when deciding if a location is too dangerous to drop.
- Reclaim should be updated more consistently for zones, particularly at the start of the game (previously only some of the reclaim in a zone at the start of the game was being properly recorded, and wouldn't update until the reclaim position changed)
- Various chat related changes, including adding a few very niche voice messages, and increasing the use of taunts in campaign games
- Subs should move towards units that outrange it such as a destroyer instead of attack-moving (so they are less vulnerable to being kited)
- Mass fabs and quantum gateways are more likely to be built late-game if the enemy is also getting them (to stop scenarios where a turtler could slowly win the game by gradually scaling up their late game eco)
- High value units (e.g. experimantsl, ACU) should stay away from the blast area of a friendly nuke.
Acknowledgements
- Sladow - mentioning how M28 lost a GC to a friendly nuke in a game
- Relent0r – asking whether I factor in reclaim when picking somewhere to drop for transports (which prompted me to look at adding such logic)