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Releases: Xilmi/OpenXcom

Brutal-OXCE 9.2.1

05 Nov 20:36
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OXCE:
Updated to OXCE 7.15.0

Xilmi:
When a unit would call of an attack in order to hide it now checks whether there actually is any location it might want to hide at. This prevents an issue where a unit just walks forward without attacking or hiding when it could.

When bug-hunt-mode for AI is enabled it will no longer waste TUs on searching enemies.

Brutal-OXCE 9.2.0

26 Oct 15:26
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OXCE:
Updated to OXCE 7.14.4

Gugarion:
Merged a pull-request from Gugarion that provides the option to configure a hotkey for preparing a stun-grenade.

Xilmi:
Removed "Intelligence" option from Brutal AI.
Reasoning:
The way intelligence impacted unit behavior was higly inconsistent and arbitrary. It impacted melee-units much more than it did ranged ones and generally felt too inconsistent to be a viable way of impacting difficulty-level.
Better to use other means for impacting difficulty.
Hint to modders: If you want to enforce less intelligent behavior for certain units use the "isNotBrutal"-flag.

Presumably fixed an issue with arrows not showing while holding Alt by adding a missing update on the current state of the ctrl-key.

When you try to scrap a facility that provides a service which is required by another facility in the same base and not provided by anything else, you now get the error:
"FACILITY IN USE!{SMALLLINE}At least one other facility depends on its services."
instead of just:
"FACILITY IN USE!"

Fixed an issue that sometimes could cause the AI to recklessly advance forward when it shouldn't.
Elaboration of the cause:
When determining the likelyness of being discovered on a certain tile the AI looked at the potential paths their enemies could go from the locations they were assumed to be. However, the pathfinding that did this could sometimes fail due to the units actual position being in the way of the unit's assumed position and the unit not wanting to walk through itself. So the movement-opportunities of the enemy were vastly underrated leading to the AI considering tiles close to the enemy much saver than they actually are.

Brutal-OXCE 9.1.5

24 Sep 11:56
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Updated to OXCE 7.14.2

Brutal-OXCE 9.1.4

26 Aug 15:19
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Updated to OXCE 7.13.10

Joy Narical:
fix: hitting object in log now gives hitting it in game

Xilmi:
Due to using an AI-routine to check validity of reaction-fire there was an unintentional check to prevent shooting when the shot could hit allies. This check is no longer being used for reaction-fire.

Brutal-OXCE 9.1.3

05 Aug 11:46
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Updated to OXCE 7.13.1

Brutal-OXCE 9.1.2

10 Jul 18:38
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Fixed an issue that caused AI-controlled units in autoplay in WH40k/Rosigma to pick up their grav-drop-deploy-charge during the deployment-phase and becoming super-encumbered as a result.

Brutal-OXCE 9.1.1

10 Jul 16:01
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Fixed an issue causing the AI to try and operate weapons it didn't have enough ammunition for.

Brutal-OXCE 9.1.0 - Scary grenades

30 Jun 10:05
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Updated to OXCE 7.12.9

Brought back the direct part of the old peeking-mechanism since peeking at the longest path can also mean avoiding to peek where the enemy is suspected when it's in a corner.

Fixed an issue that caused AI units to reactivate their team-mates unnecessarily.

The decision-making of whether a unit will turn to look around is now handled before the movement-logic code.
The AI is slightly smarter about when and when not to expend time-units for looking around.
This saves a lot of unnecessary processing-time and allows stationary units like turrets to look around too.
Fixed an issue that could cause an AI unit not to look where it's supposed to look.
Removed code-relics from when the AI had no concept of making assumptions on enemy-whereabouts. The only effect that had was that they kept looking for enemies when none were alive anymore.
Only AI units who have not yet revealed themselves to their enemy will consider not attacking when they can in order to go to a better hiding-spot.

Fixed an issue that caused units not to attack when they saw an enemy right from the get go.
Fixed an issue where the AI did nothing because it wanted to peek and thought the tile it already was on was ideal to do so.

When looking for a position to attack from, a unit with a pre-primed grenade will now also be okay with a position with no line of fire as long as it's possible to throw the grenade.

Fixed an issue where a unit wouldn't correctly consider whether they are standing next to a door when deciding whether to continue peeking. This lead to peeking when they should not and not peeking when they should.

Fixed issue with not picking up weapons anymore caused by new end-turn-handling.

AI-units with full morale will ramp up their aggressiveness when their enemies panick. The more enemies panick, the more the aggressiveness will be increased.

Brutal-OXCE 9.0.0 - Peek-a-Boo Protocol

27 Jun 20:52
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Joy Narical:

fix: unable to throw grenades to units in RA
fix: change accuracy roll string

Xilmi:

Fixed inconsistency between estimate for visible tiles and actual tile-visibility-update.

Changed how aggressiveness- and intelligence-options work:
Aggressiveness now can be set from levels 0-3 and choosing option 4 means aggressivness is inherited from unit-aggression.
Intelligence now can be set from levels 0-5, choosing option 6 means intelligence is inherited from unit-intelligence and choosing option 7 means intelligence is inherited from difficulty-level.

The aggressiveness-levels got slightly changed. Instead of 3 distinct levels there's now 4 distinct levels:
0> Camper
1> Ambusher
2> Skirmisher
3> Zealot
The previous level 0 is now the level 1. The new level 0 will try to spend as little time-units as possible while still trying to minimize the chance of being found. This makes it more likely to reaction-fire.

AI peeking-logic has been revamped.
AI units will now go to a tile within peeking-range from where there is a line of sight to the maximum amount of tiles belong to a path that leads to the position of where the closest assumed enemy unit is.
Once this tile is reached it will look into all directions in which it will uncover tiles it hasn't seen this turn.
This will, for example, allow the AI to look out of windows much more than it did before. Especially in combination with the new "Camper"-aggressiveness-level.

The AI no longer predicts reaction-fire via visibility-checks from assumed enemy-unit's positions. The algorithm that did this was very processing-intense and could cause extremely long turn-times if flying units with a lot of time-units were checking the safety for a lot of possible paths.
Instead the AI will now simply use it's assumption of whether it is seen by the enemy to let it's decision-making about where to move be impacted.
While this change will reduce playing-strength, it was deemed necessary due to the extreme waiting-times. If you have been using AI-performance optimization before it may no longer be necessary.

AI performance-optimization won't bother to analyze the validity of tiles that are at least 2 levels above the closest floor and have no ceiling for any purpose including attacking.

AI will ignore the cuddle-avoid-modifier, grenades and fire for peeking since it's very likely it'll move after peeking anyways and would just be wasting time-units for taking these things into consideration.

When a discovered unit tries to hide it will now prefer higher armor when hiding indoors.

AI-units with lower intelligence than 5 will no longer just end their turn despite seeing an enemy unit. That wasn't intended and while they should be less smart, they weren't supposed to be that dumb.

Brutal-OXCE 8.6.3

19 Jun 19:05
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Removed spotter-logic as this could be exploited to get enemies stranded in bad positions without accomplishing anything.

Fixed various causes of units not looking in the right direction when they ended their turns.

Fixed an issue with the peeking-logic that could cause going back and forth to the same tile to look into different directions from there instead of just turning when already standing on the tile.

Reverted prior change of making AI more cover-oriented in aggressiveness 1.

Reverted prior change of forcing AI to alway move forward in aggressiveness 1.