Skip to content

Releases: Xilmi/OpenXcom

Brutal-AI 3.3.3

01 Feb 20:43
Compare
Choose a tag to compare

When an AI-unit is equipped with several weapons to choose from it now will actually consider all of them and decide which weapon to use based on calculating a score.

AI should now be significantly more careful when it comes to avoiding friendly-fire.

Brutal-AI 3.3.2

30 Jan 21:32
Compare
Choose a tag to compare

Fixed an issue that caused the AI to incorrectly determine their range with UFOExtender:Accuracy due to using the TU-cost-percentage-value as an absolute TU-value in the calculations. Some units would think they had no range at all and others would only consider their snap-shot instead of their aimed-shot.

Instead of hiding as long as they can't get into good attack-range, enemy units now only hide if none of their teammates can get into good attack-range. As soon as one of their teammates wants to attack, they all will come out and try to get into attacking-position.

Brutal-AI 3.3.1

29 Jan 16:31
Compare
Choose a tag to compare

Locked AI-targetting-mode of autoplay and neutrals to 3.
Fixed an issue where panicking player-units with autoplay enabled could lead to the game getting stuck in an undefined state.
Added missing russian translation for new "Strafer"-option.
Variables that track when and where enemies have last been seen or spotted are now tracked separately per faction. This should help avoid weird side-effects like player-units on auto-control shooting at units that not they themselves but the civilians see.
When a friend of a unit gets hit or the amount of visible opponents has changed AI-controlled units, that had already passed their turn wake up again to see if the situation has changed in a way that they can do more than when they were checking last. This should help in scenarios such as unboarding the Skyranger in turn 1 while immediately encountering opponents.
A units morale, it's time-units and whether it has a main-hand-weapon are no longer taken into consideration when it comes to selecting which of several potential targets shall be attacked.

Brutal-AI 3.3.0

27 Jan 21:24
Compare
Choose a tag to compare

There now is a new option to limit the height to which AI-flyers fly to 2 tiles above the ground-level. This is meant to save some processing time on maps with a lot of levels above the ground, which rarely were making much of a difference.

Fixed an issue that sometimes prevented the non-omniscient AI from noticing when a tile was checked for enemy presence and made it think the enemy is still there even when it saw the tile to be empty.

AI will no longer take a peak when it thinks or knows the enemy is too far away to get a clean shot. This shall only affect behaviour with enabled UFOExtender: Accuracy.

The mechanism of how the non-omniscient AI concludes a new search-target should now be way faster while achieving roughly the same results.

Brutal-AI 3.2.0

26 Jan 21:19
Compare
Choose a tag to compare

The AI now keeps track of the turn they obtained vision over a tile. Brutal-AI with omniscience disabled will use this information in their prediction of where their enemies might have gone. This vastly improves the non-omniscient AI's capabilities of systematically searching the map for enemies.
Non-omniscient AI will now use a similar logic for predicting path-safety as omniscient one. It will, however ignore opponents it doesn't know about and it will always assume a known enemy might reaction-fire regardless of the enemies' leftover time-units.
Player-units in autocombat as well as neutral units no longer benefit from omniscience for brutal-AI.

Brutal-AI 3.1.3

25 Jan 22:04
Compare
Choose a tag to compare

No longer centering the camera every time when cycling through enemy units.
Mind-controlled units no longer pre-prime grenades.
No longer avoiding standing close to allied units when picking a positon to attack from.
Fixed a potential crash when traceAI was enabled.
Found a better compromise between AI-turn-processing-time and moving in an ideal order. Turn-times should be a lot lower and units that see an equal amount of enemies now move in the order of who can reach the most tiles. This way they can still correctly move the units near the exit of the Skyranger first.
AI-units no longer assume they can attack from their current position in movement-logic. If they made it to the movement-logic they obviously couldn't attack and their tile is a false-positive.

v_3_1_2: Fix endless loop

24 Jan 00:18
Compare
Choose a tag to compare

Fixed an endless-loop that could occur when flying units and non-flying units, for example cyberdiscs and sectoids were determining who should move next.

Brutal-AI 3.1.1

22 Jan 17:52
Compare
Choose a tag to compare

AI:
Melees will no longer avoid cudding when they go to a spot from where they can attack. This avoids Crysalids wasting TUs for no good reason.
Brutal AI no longer assumes grenades to always hit for scoring purposes. This should make the AI not prefer throwing grenades so often when it can kill the target by other means anyways.
Mind-controlled-units no longer consider themselves a valid target since that prevents them from doing anything if they don't see someone else to shoot at.
Mind-controlled units now consider that they are mind-controlled when picking locations to walk to. In particular they prefer standing in fire, the blast-radius of grenades and want to avoid standing on tiles where they would evacuate if the player wants to flee.

Mod-Support:
There now is a new damageRandomType available to set for stuff that deals damage:
damageAlter:
RandomType: 10
It will deal 4d/2 damage, which is a distribution like a gauss-curve with the average being POWER.

Brutal-AI 3.1.0

20 Jan 18:19
Compare
Choose a tag to compare

New option: "Charging behaviour for Brutal AI" with 3 settings:

0 > Only situational charging. Overrules Leeroy-setting in units.rul.
1 > Situational charging for most units but those with the Leeroy-setting will always charge. (Default)
2 > All units charge in all the time.

Fixed an issue with mind-controlled units not acting in Autoplay-mode.
Instead of waking all units that have already ended their turn up after spotting a new unit, units now use path-finding to determine their move order.
AI-units should be less likely to accidentally kill their friends.
AI-units with relatively short ranged weapons and enabled Ufoextender accuracy will now conduct more of a hide&ambush play-style. If you liked their old behaviour better you can restore it by setting the new "Charging behaviour for Brutal AI" to 2.
Melee-units no longer default to Leeroy-behaviour.
AI-units now avoid standing in fire.
AI is now aware of enemies' units line of fire even if the enemy is looking the other way.
Added russian (google-)translations for the Brutal-AI-options.
Improved the algorithm that determines where to look at.

Brutal-AI 3.0.1

17 Jan 19:18
Compare
Choose a tag to compare

Fixed an issue where unseen enemies would be subtracted from the targets hit by explosives instead of ignored. This lead to AI-units sometimes not using their Small Blaster Launcher when they should.

Units who still have grenades or are capable of using PSI-attacks no longer consider themselves as unarmed.