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Company of Heroes France

2014.03.06 - Mise à jour

Date de parution: 06/03/2014


Avant-propos

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Détails

UI

  • Facing cones now appear in minimap.
  • Modal facing thresholds are now tuned to be more sensitive than
    non-modal facing thresholds. (Players don’t have to move the mouse as
    far to select facing when building bunkers)
  • Removed intermediate vertex cache and improved batching for a ~70%
    speedup in rendering UI visuals (also reduces memory pressure).
  • Aliased cursors and deleted duplicates for a small improvement in load times (also reduces memory pressure).
  • The Match chat window was not remembering its position/size from session to session. This should now be fixed.
  • The Match chat was not correctly joined when viewing a replay or
    starting a campaign mission. Players should now be put into a Match chat
    session whenever they host/join a Party or whenever you go into game
    (whichever comes first). Players will be automatically disconnected from
    the Match chat whenever they exit game or leave their Party (whichever
    comes last).

Networking

  • Various networking improvements

AI Optimizations

  • Optimized calculation of AI data so that it only occurs once on game load and not every frame.
  • Optimized SpawnEntityAction code so that it only looks up the blueprint by name once.
  • Optimized MapEntryPoint code sot that it only looks up the blueprints by name once.

AI Behaviour

  • Skirmish AI now uses player abilities to produce called in units and no longer uses hidden units in the HQ.
  • AI no longer thinks that targets a squad can't damage are good targets.
  • Soviet skirmish AI now uses merge ability.
  • AITasks try harder to prevent interrupting abilities.
  • AITaskFallbackState now clears old paths when it is done moving so that units arriving at the HQ no longer oscillate.
  • AIForceAttackTactic understands units with limited firing angles should stay farther back.
  • AICombatTask no longer forces indirect fire weapons into the target
    area when the squad does not have a target or assigned position.
  • Code that checks if AI squads are in combat now understands that targeted abilities are attacks.
  • AIAbilityTactic now suggests assigned or current good targets to the LUA filter functions.
  • AICombatUtil has better stationary squad detection for abilities that barrage clumps of stationary squads.
  • AICaptureTask now runs tactics while capturing when possible.

AI Combat Ratings

  • Updated AI class and anti-class calculations to not use dynamic ranges that were causing problems.
  • Removed heavy/light structure AI class from data and replaced with one structure class.
  • AI now generates the AI info from Upgrades by reading the actions in Upgrades and no longer needs hard coded values.
  • AI CombatRatings now better detect which weapons cause suppression.
  • AI now checks ability based weapons in addition to the primary weapon to determine if a squad uses indirect fire.


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