v25 Update
24 Mostly minor and campaign specific points. One more widespread change was rewriting how land pathing logic is done which significantly reduces the time at the start of the game on larger land maps, at the cost of accuracy. It's possible this might cause M28 to break on some maps so let me know if it doesn't work at all on a map (I've tested on a few different ones so hopefully have caught most cases).
- Seraphim Mission 4 - 5 changes, mostly minor points or bugfixes
- Seraphim Mission 5 - 5 changes, including better SMD defence against a Yolona Oss, and gunships trying to avoid friendly Ahwassa bomb fire
- Coalition Mission 1 - 3 changes, including better late-game power stall handling, and having untis in campaign not try and reinforce zones outside the playable map. Note that even after these changes M28 is unable to complete this mission on easy without cheats (it managed to with AiX 1.2 modifier on easy).
- Coalition Mission 3 - Rewriting of part of the land pathing logic (that was taking c.85s and now only takes 7.5s, bringing the total map loading time down from 95s to 17.5s); 2 other changes (including fixing how 'large' campaign maps are treated for various parts of M28's logic to be based on the final expanded map size instead of the initial playable area)
- Fixed bug causing Adaptive turtle beach to not load
- 7 other changes, including making land experimentals more aggressive when they can't kite, and able to focus down an enemy ACU.
Acknowledgements
- V_k – Replay showing M28 is broken on Adaptive Turtle Beach
- Zhanghm18 – Noting that M28 builds too many experimental shields for mods with such an option enabled