github nk3nny/LambsDanger 2.6.0
2.6.0 - Lempel

latest releases: 2.6.1_dev2, 2.6.1_dev1
13 months ago

lambsdanger_2_6_0

Release 2.6.0 - Lempel

Added visibility check to determine rooms secured #317
Added anti-armor routines to tactics #318
Added simplified Chinese Translation #319 ~ Thanks Augustakit
Added Italian translations translation #297 ~ Thanks to Nilia119
Added fleeing info to debug draw banner #299
Added artillery and mortars turning towards the target for increased feedback #300
Added error check when loading LAMBS only on clients but not on the server #331
Added improved Chinese translation #326
Added forced stance change on doGroupHide #338
Added distance in meters to debugDraw #337
Added flag for the 'isHidden' state #337
Added reload check before group assaults
Added debug markers to various Contact states
Added visibility checks to many room-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 CQB reaction speed by removing doWatch from many functions
Improved tacticsAssault building selection criteria
Improved FSM exit condition when the group has active memory of enemy positions
Improved FSM timings in many aspects
Improved infantry fighting vehicle tactics by having them drop ground troops more consistently. #335
Improved German and English translations #297
Improved artillery markers by showing spotter location #300
Improved doGroupHide and tacticsContact timings #303
Improved groups never suppressing as a group #304
Improved AI dodging evaluation (less dodge locking) #305
Improved assault memory handling* #306
Improved units will no longer suppress quickly moving vehicles, such as aircraft #306
Improved Garrison group tactics #307
Improved Assault group tactics #308
Improved tactics assess ~ more intelligent sorting of targets #309
Improved verbosity of tactics debug markers #311
Improved contact state with suppression option and better use of buildings #316
Improved Individual AI small arms engagement #317
Improved individual AI attempting to suppress targets above-ground #317
Improved group and Individual AI clearing room logic
Improved tacticsAssess ~ the "HOLD" waypoint will have them remain static

Fixed unnecessary FSM reset when AI is forced
Fixed fleeing AI quitting FSM before the fleeing function is called
Fixed groups attempting to suppress targets as contact response at short ranges
Fixed wrong variable being checked when throwing smoke grenades
Fixed crew dismounting vehicles to conduct tacticsFlanks. VERY silly with APCs…
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 “unearned” knowledge of enemies
Fixed units using binoculars indoors
Fixed missing Polish translation #310 ~ Thanks MiszczuZPolski
Fixed failed to reinsert leader into available units when finding static weapons #312
Fixed missing explosionEH Header #315
Fixed use of LookAt, which sometimes caused the AI to have knowledge it should not! #317
Fixed params type for the position argument in taskPatrol #320 ~ Thanks Keithenneu
Fixed mechanized infantry shooting friendly units that start firing their weapons #321 ~ Thanks blake8090
Fixed taskReset resetting animations for unconscious or mounted units #301
Fixed taskCamp forcing animations on units in vehicles and turrets #302

LAMBS Danger.fsm 2.6.0 improves many aspects of the mod. One significant enhancement is to the group memory feature used when assaulting buildings. Essentially groups will register and share suspected positions of enemies. This improves how the AI conducts itself in close-quarter battles. Another area of focus has been streamlining many low-level actions, such as cover-to-cover movement, building prioritization, and introducing many breakout patterns to prevent the AI from becoming target-locked.

LAMBS Danger.fsm 2.6.0 comes with a ton of feature enhancements and fixes which many of you have experienced on the Dev version. Hence the changelog, despite our attempts at zipping it, reaches into the sun. Other changes include improvements to vehicle AI. Specifically, a few cases of perfect knowledge have been removed, and infantry-to-armored vehicle interplay has been made better. APC and IFV class vehicles will now unload troops when threats are nearby.

As always, the team would like to thank our contributors and players who enjoy our mods. Thanks, everyone!

New Contributors

Full Changelog: 2.5.3...2.6.0

From the team
@diwako / @jokoho48 / @nk3nny

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