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Releases: Xilmi/OpenXcom

Brutal-AI 1.3.0

02 Dec 21:27
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New customization-options for Brutal-AI:

In the advanced-options-menu:

"Omniscience for Brutal AI" => "Units controlled by Brutal AI know where your units are and take their position into account for the purpose of deciding where to move."

"Targeting behavior for Brutal AI" => "1> Units can only target what they see. 2> Units can also target what others on their team see. 3> Units can also target locations they or their comrades were attacked from. 4> No limitations."

The corresponding parameters in units.rul are:

"cheatOnMovement"
"aiTargetMode"

The higher value will take precedent in the case that both the option and a mod set a value for any of these options.

Brutal-AI 1.2.0

01 Dec 20:05
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Added a new option:

Advanced/Geoscape/Dogfight AI

Other than the brutal-AI it will not be enabled by default as that's not really what this fork is about.

It works similarly to UFOs with the Hunter-Killer tag.
Notable difference is: It does not make UFOs attack X-Com craft. It only changes behavior once combat is initiated.
The UFOs will determine their fighting-chances based on their stats vs. the stats of the X-Com-craft. Weaker UFOs that have faster engines will always run away!
Stronger UFOs that are faster will disable your retreat-option and choose the distance they want to fight at.
This renders Interceptors practically useless. You will need faster craft to actually enforce combat.

The overall impact of that is that you can't farm positive scores without winning ground-combat-missions simply by shooting everything down with Interceptor+Plasma-Cannon. So doing well in ground-combat becomes much more important.

Brutal-AI 1.1.3

28 Nov 00:22
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Brutal-AI now takes power and armor into account for decision-making whom and with what weapon to attack. This shall fix mind-controlled Power-Suit-users throwing flimsy grenades at each other instead of using heavy-plasma.

Brutal-AI 1.1.2

24 Nov 15:30
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Brutal AI now enabled by default on fresh installation.
Fixed a bug causing an infinite loop with regular-AI due to an important function only being called when traceAI was enabled.

Brutal-AI 1.1.0

20 Nov 10:58
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Modders can now set "isBrutal: true" for separate units in units.rul. This allows using Brutal-AI for specific units in addition to the still existing option of enforcing it for everyone.
If both "isBrutal" and "isLeeroyJenkins" are set, "isBrutal" will take priority.

New end of turn and unit-is-ready-mechanism that works the same for brutal- and vanilla AI and was necessary to allow brutal and non-brutal-units in the same mission while keeping brutal-AI's capability to manipulate move-order.
This should also put an end towards all potential issues of the AI getting stuck in an endless-loop of trying and failing to do the same action over and over. Instead of the game freezing there will now simply be a message in openxcom.log if _traceAI is enabled and the unit will end their turn.

AI will no longer try to move units that have no energy.
Energy is now considered by AI for determining how far we can walk.
Fixed an issue in AI that caused melee-attacks not being considered when the unit didn't look into the right direction.

Brutal-AI-version is now mentioned on the Menu-screen.

Brutal-AI 1.0.1

19 Nov 00:52
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Fixed a crash that could occur in rare cases.
Fixed bug with Celatids being able to stall the turn due to having a lackluster arcing-shot-validation. Side effect is that they are now actually quite a bit better.
AoE-radius taken into account for weapons with explosive ammunition such as small-blaster-launchers.

Brutal-AI 1.0.0

17 Nov 22:45
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Based on and fully compatible with OXCE.

Simply enable "Brutal-AI" under Advanced Options / Battlescape.

There may be issues with Mods while Brutal-AI is enabled. If it doesn't work with any particular mod, please let me know which Mod it was and I'll look into it.

Brutal-AI 1.1.1

23 Nov 22:16
1d8ad25
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Fixed aliens not getting reactivated after right-click-opening doors.
Reduced number of line-traces in order to reduce alien-turn-times.
Aliens will now use blaster-launchers for "blind-fire" (shooting at positions they've previously spotted an X-com-soldier that cannot be seen anymore).
(Lots of failed experiments that didn't actually make it in because while they made it feel differently, they didn't actually led to an improvement)