![]() ![]() ○Ědded a new descr_sm_faction_icons file to facilitate adding faction icons into the sprite sheet post-initialisation ○ Rebel and normal banner icons are now combined into the same array, facilitating easier attachment to faction definitions Various minor improvements to Faction behaviour.ğaction aggression can now be set in descr_strat (similar to faction_relationships and core_attitudes, ranges from 0-1000).Rebel factions can now have functioning family trees.Rebel subfactions can now have their own custom faction logos to matching banners (as in cosmetically rebel factions, not shadow factions).Ědded functionality allowing ai_do_not_attack_faction to target multiple factions.○ Various minor improvements to emergent faction logic at end of turn, settlement capture, or a revolt) ○Ědded a new sub-script to control when emergent factions are triggered (e.g. ○Ěll factions can now be emergent or re_emergent ○Ědded modding functionality for previously hard-coded emergent factions resurrected shadow factions receive 1.5x of the revolting settlement’s income up front, generated leaders inherit the religion of their current settlement) ○ Improved behaviour of shadow faction resurrection (e.g. defeating the Western Roman Empire as the Western Roman Rebels results in the player becoming the former) ○ Player factions can now trigger shadow faction switchback (e.g. ○Ědded functionality for shadowed factions to have captain portraits ○ Simplified shadowing so that shadowed factions do not automatically shadow back the Western Roman Rebels are a shadow faction of the Western Roman Empire) Improvements to Loyalty & Shadow Factions (e.g.○ Various minor improvements to superfaction logic, e.g. ○Ědded options for superfactions inside the descr_strat data file ○ Senate superfaction now supports more than 3 child members ○ Superfactions have their own shared line of sight, dictated by the superfaction leader Ědded support for multiple superfactions.Lifted previous hardcoded limits on faction numbers, allowing for a virtually unlimited number of factions.Units now move around rams rather than run into them.Improved AI unit facing direction when defending junctions.In settlements with no walls, AI now considers the areas within and without settlement boundaries as the same, improving AI behaviour in these scenarios. ![]() Ğnemy AI is now more dynamic when defending a settlement plaza.Improved defending artillery AI to relocate and keep targets in range.Ědjusted barb_town_pathfinding.cas to make paths slightly wider.Improved Infantry AI to prevent them from chasing Cavalry units that are impossible to catch.Improved pathing for units passing through gates.Improved consistency of attacking AI, making AI units more likely to pursue the same objectives rather than switching.ğixed issues with units climbing siege towers while being attacked.Improved pathing logic for attacking siege towers.Improved AI for units defending walls, allowing better threat recognition.Implemented new algorithm to improve AI task assignment.Optimised the grouping algorithm for units on walls.Minor improvements to a number of aspects of wall pathing logic.Ěltered conditions for stopping a charge, improving units’ ability to close gaps on enemies.Improved pathing when choosing the first point on a path.Users can no longer select invalid formations.Improved drawing and placement of units in enclosed areas.ğort layouts are now consistent rather than randomly generated per-battle. ![]()
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