v23 Update
This update mostly covered niche scenarios, including certain situations in M1 and M3 of the Seraphim campaign and an issue late game if M28 reaches the unit cap and loses some engineers. Map loading speed has been improved significantly for maps with large amounts of water.
- Reworking of pathing related logic for water zones at the start of the map - for a slighty loss in accuracy in calculating travel distances of about 5%, loading time was improved for maps with lots of water zones (on the Seraphim M1 campaign map the relevant logic's time reduced from 71s to under 2s, with overall map time only taking 15s as a result for that map)
- Seraphim mission 1 - 10 changes, mostly around making the ACU more aggressive at the start
- (Seraphim mission 2 - fix made separately to FAF's Nav's navigational mesh - I'm hoping this might feature in the upcoming development update III next week, in which case M28 should start working on this map)
- Seraphim mission 3 - 5 changes, mostly campaign specific (along with a bugfix that could lead to too much PD being built)
- Zhangm18 M28 mirror replay (featuring high AiX) - 3 changes, mostly relating to having engineers more likely to spend mass instead of assisting shields late-game, to reduce the likelihood M28 ends up overflowing mass when it hits the unit cap.
- 3 other minor changes/fixes
Acknowledgements
- Zhangm18 replay – highlighting how M28 could overflow mass if it hit the unit cap and its engineers were all stuck on shield assist duty.