v117 Update
29 changes mostly based on M28 vs LOUD matches:
- Further adjustments to logic for upgrading mexes, so it's more likely on a large map, but if a T2 mex upgrade finishes in a zone, a T3 upgrade shouldn't be started if there are T1 mexes in adjacent zones that could be upgraded instead
- Capped mobile shields based on gross energy income
- T1 land factories should no longer prioritise the slowest unit (with other changes made to try and still get the effect of not building LABs after the first couple of units) - more relevant for unit mods that add more T1 units
- Engineers should be more likely to build land factories if dropping on an island that as a whole has lots of mexes (even if the zone itself doesnt)
- Units in short range support should be more likely to attack - this is most relevant if e.g. a GC is 'escorting' a T3 mobile arti or MML, and the GC thinks it can win the battle by just attacking itself
- 145 LOUD related changes, including no longer building very weak units like hoplites and T3 sniperbots, and prioritising units that are much stronger in LOUD; RAS upgrade is less likely, T3 arti are more likely, fixed issue where transport drop events weren't triggering (meaning land facs wouldnt get built by the engi drop), fixed bug where MML and arti shots wouldn't be attempted to be dodged
Acknowledgements
- Tematus – 1v1 replay vs LOUD, and noting LOUD has halved the cost of T3 arti vs FAF
- Azraeel – various suggestions and highlighting issues in LOUD, such as units that are particularly good in LOUD and ones which don’t work well with M28
- Sprouto - fixing a lua error message that would appear in the log in games where M28 was active