github nk3nny/LambsDanger 2.5.4_dev4
2.5.4 Dev 4

latest releases: 2.6.1_dev2, 2.6.1_dev1, 2.6.0...
pre-release14 months ago

Added Error-check when loading LAMBS only on clients but not on the server #331
Added Upgraded Chinese translation #326
Added forced stance change on doGroupHide #338
Added distance in Meters to debugDraw #337
Added flag for the 'isHidden' state #337
Improved Assault behavior #329
┗Added reload check before group assaults
┗Added debug markers to various Contact states
┗Added visibility checks to many clearing routines
┗Added prioritization of enemies on the same floor to many clearing routines
┗Added forced stance change to tacticsAssault
┗Added forced movement state to contact state
┗Improved doAssault and doAssaultMemory
┗Improved CQB reaction speed by removing doWatch from many functions
┗Improved tacticsAssault building selection criteria
┗Improved FSM exit condition when the group has memory
┗Improvements to FSM timings in relation to assaults
┗Improved Assessment state timeout
┗Improved Increased suppression tactic chance in tacticsAssess
┗Improved contact state timings by making the phase shorter
┗Improved FSM Dodging state by reinserting unit actually being dangerous rather than nearest enemy
┗Improved AssaultMemory feature by clearing memory based on visible positions
┗Improved AssaultMemory by making the breakout state be based on enemy visibility
┗Improved Assaulting units will prefer first building position
┗Fixed unnecessary FSM reset when AI is forced
┗Fixed tacticsGarrison seldom functioning
┗Fixed Fleeing AI quitting FSM before fleeing function is called
┗Fixed Groups attempting to suppress targets as contact response at short ranges
┗Removed sympathetic CQB feature from Engage phase (concentrates AI nicely)
Improved tacticsFlank feature #334
┗Improved survivability by making AI first drop prone, then delaying movement
┗ Fixed wrong variable being checked when throwing smoke grenades
┗Fixed crew dismounting vehicles to conduct flanks. VERY silly with APCs…
Improved infantry fighting vehicle tactics by having them drop ground troops more consistently. #335
Fixed Prevent sensor data to be requested on Remote Units when Debug Draw is enabled #330
Fixed rogue white space in taticsHold function #323
Fixed instances where doWatch allowed ground-based vehicles un-earned knowledge of enemies

ඞ This development branch comes with many improvements to the speed at which AI conduct themselves in close quarter battle. Areas of focus have been improvements to how the AI prioritizes building locations and streamlines many low-level behaviors.

ඞ Bigger changes include improvements to vehicle AI. Specifically, a few cases of perfect knowledge have been removed, and infantry-to-armored vehicle interplay has been improved. APC and IFV class vehicles will now unload troops when threats are nearby.

The team thanks Augustakit for the updated Chinese translations and big thanks to rautamiekka for the code reviews. Also, thanks to the bඞckers, subscribers who keep bringing out amazing missions, videos, and feedback. :)

From the team
diwඞko / joko / nkenny

Full Changelog: 2.5.4_dev3...2.5.4_dev4

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