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Company of Heroes France

2013.06.10 - Beta Update 3

Date de parution: 10/06/2013


Avant-propos

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Détails

Updates

  • Create post-game AI survey for beta

AI Updates

  • AI vehicle positioing tactic now prefers to find safer positions relative to the current position instead of always relative to the target position
  • AI vehicle positioning tactic no longer tries to use vehicles that are bad at strafing to out postion an enemy relative to the enemies position
  • AI tactics and fallback now properly check weapon ranges based on OBBs like the weapons do
  • AI force attack tactic will not get stuck running if the target moves within minimum weapon range
  • AI attack commands now properly detect squads in idle combat
  • AI move commands now support a facing only move
  • AI simple move state now copies the path finding weights when it starts to prevent other AI tasks from changing them after the move has started
  • AI cover, vehicle, and force attack tactics now only do path finds with a path length factor of 1.5 and not unlimited since they should be short moves
  • AI Vehicle Tactic now keeps more space between it and threatening entities and re-positions less frequently
  • AI Task Combat State no longer oscillates between retreat and fallback when the squad wants to retreat but does not support retreating
  • AI Ability Tactic properly converts entity and squad targets to position targets before attempting to do the ability if the targets cannot be seen
  • AI squad clump detection system now tracks which clumps contain visible squads instead of just testing the centre of the clump for visibility
  • AI checks for squads and entities being detectable now also checks if the squad or entity has been seen recently if so then they can still be detected
  • AI vehicle tactic crash fix
  • AI VehicleTactic now only does path following moves if the destination is greater than 15 meters so we can do less path finding
  • AISimpleMoveState and AIObjectiveAttackArea repath and replan timers are now scaled by the number of local AI players so we don't continually throw away good paths when we are getting infrequent updates
  • AITaskMoveState no longer gets confused between layover movement doing cold layovers and capture layovers
  • AISimpleMoveState now sends a move command to the final position if it has waited for a path for longer than 8 seconds
  • AITaskMoveState now checks to make sure its path is going to the correct destination before it assumes it has a path it can use
  • AILeader and AIFollower tasks now coordninate better and spend less time stopping and waiting for each other
  • When selecting squads to be leaders and followers, team weapon squads are no longer preferred to be leaders, they are now not preferred
  • AITasks now know which task group they belong to
  • AITactics are now prevented from being recursively updated
  • AICaptureTasks now correctly check for capture progress relative to allies and enemies
  • Skirmish AI no longer double military targets for neutral world owned points
  • Skirmish AI players now calculate preferred map areas relative to other players and get penalties for attacking and capturing outside those areas
  • Skirmish AI players now take into account what teammates have produced and prefer to build different units
  • Skirmish AI will no longer try to build securing structures on points that cannot be secured. (victory points, fuel/munition points, watch towers)
  • Skirmish AI now properly releases a squad from its current task before getting it to do a construction task
  • Skirmish AI no longer fallsback if it is almost done capturing a point or reverting a point
  • Skirmish AI no longer gives up on capturing a point on a cold map if there are no heat sources near the point but it is already capturing the point
  • Skirmish AI no longer counts all units that can be spawned from a building as potential producibles, now it only counts units that it has the prerequisits for
  • Skirmish AI now prefers to keep doing objectives it was doing the previous update
  • Skirmish AI now uses attack objectives to capture undefended points instead of capture tasks without an objective
  • Skirmish AI will now create attack objectives to attack military points that are undefended instead of only attacking military points that can be destroyed
  • Skirmish AI will no longer send team weapon squads or artillery squads out alone to attack or capture unless they are already in combat at the target
  • Skirmish AI now assigns extra squads to help attack objectives based on combat ratio improvement and distance and not just distance
  • Skirmish AI now prefers to attack a military point with squads near it over a clump of enemy squads not quite near the military point to facilitate captuing the point while attacking
  • AI no longer thinks Katyusha and Panzerwerfer are good for circle strafing
  • Hard and Expert AI now use default dynamic economy without any overrides
  • added dshk squad, panzer iv command squad, mortar halftrack, and assault field officer squad to the default AI economy
  • updated panzer iv command squad main cannon AI combat ratings to more closely match the panzer iv squad AI combat ratings
  • AI barrage abilities now target enemy structures in addition to clumps of enemy squads
  • Skirmish AI default economy now includes randomized utility ranges of 10, previously was 0

Bug Fixes

  • Rare crash caused when a player in a vs AI automatch starts loading before they get the updated session info from the host for the populated AI slots
  • Added a hang detection thread to watch for heartbeats and dbFatal if the app goes off for more than 60 seconds
  • Hooked up game start audio stinger to only play for Custom and Automatches
  • Fixedtitle entering an unlimited unresponsive state when minimising the title on the Performance Test loading screen
  • Fixed scenario could be marked as complete after the check to see if it was complete, resulting in unawarded achievements
  • Fixedsome enemy buildings appearing as holes in the ground when fog of war is active
  • improved timeout values based on feedback/crashes
  • update : terrain compositor has controllable rescaling to enable us to vary compositor resolution
  • fixed sometime projectile may never hit a dropped hmg42
  • Adding logic to track how often we get the PeerConnectFail error, and if we get a certain amount without ever successfully getting into a match, show an error message to the user
  • stats now only care about actual team ID and not slot team id / map team ID
  • collectors edition flag now saved out with saves/replays
  • make sure team ID matches up with slot team ID (when they are different due to random starting locations) so UI does not have to do any sort of mental gymnastics
  • fixed loading an auto save on mission 3 loads the game with only background music playing
  • Added Plat support for OEM8 so that we can correctly map English physical key locations to French
  • Allow multiple demo charges on the same spot vs non-panel buildings. The "don't place demo charges at the same location twice" rule only makes sense for panel buildings
  • Fixed scenario launch code with proper variable initialization and ensure that repeated calls within the same frame do not cause a crash
  • Detect invalid scenarios and notify user of error in c++ code
  • Detect SetupMod() failure and notify user of error
  • force a crash on actual load step failure as otherwise it would just hang (not addressed by this fix)
  • Fixed load game dialog dereferencing null ptr while in game
  • Destroy the match instead of just concluding if the game becomes inactive
  • Moscow Line - Partisan Squads will appear twice in the Construction Tab in the Post Game Stats
  • Fixed: When using dispatch, unit will show up two times in the construction tab on the post-game stats
  • Set the connect timeout separately from the read timeout for the long-poll
  • Fix bridge border become passable after ice heal under it
  • fix animation sliding when building barbed wire
  • fix maxim crew syncing to a standing maxim will play standing animation, rather than going prone and snap to stand
  • add more telemetry logging. including match start and match end event, option changing event, tutorial video event
  • optimization: make blizzard/snow/rain render to a lower resolution texture
  • re-fix : resolution list is populated properly if your primary display is in portrait orientation
  • cache steam cloud files locally
  • match reporting fixes to prevent unwanted disputes in arbitration, which was causing everyone to lose trust if someone in the match quit
  • always call ReportMatchResults even if the game is not active
  • when a player leaves the match, set the kill player reason to KPR_NetworkAbort instead of KPR_Surrendered
  • if the player final state is PS_ABORTED, file an abstain match report
  • fixed game crash when airstrike ability is used just before the victory point count down
  • fixed rally point blip appearing in middle of minimap when placed on an entity
  • don't show demo charge as a killer on post game stats (it has no valid UI info)
  • fix one case where sync error reporting could be interruped by incorrect fatal scar error caused by sync error
  • fix so when sync error, simulation stop updating, so the rest if the simulation code and scar update won't unnecessary get called
  • investigate making the game mark itself for Steam update after crash
  • fixed a crash when grenade kills a charge on bridge
  • PanzerGraveyard achievement unlocked properly
  • audio fix for distant shots
  • this is only half the work as the M5 is needed elsewhere for another fix. matching audio to come soon
  • removing two soldier entities that were left on the map
  • fixed Stug III tread critical causing missing tread (mesh conditions on healthy tread were inappropriate to keep one visible)
  • fixed missing Polish speech
  • background sfx continue through movies
  • stuka engine sfx
  • final mix polish
  • fixed making 2/3/4xxx AMD cards require the special legacy drivers AMD made for us
  • fixed lockup when pistol is in cooldown when close to an enemy and being attacked

Balance & Gameplay

  • adding vet modifiers and loc to the TOW cold weather units
  • removing the tech/building requirement from the howitzers
  • fixing for ram not disabling the maingun if the vehicle was buttoned. The critical was able to be applied to the disabled main weapon
  • reseting UI and camera in last frame of battles and scenarios, so that View Battlefield is doable
  • updated version of the performance test with snow on the ground, and new cameras avoiding clipping through trees
  • taking off the requirements on the pak43 and howitzers, fixing some help text
  • fixes to the mortar,command tank and officer ... normal mortar can now be deployed when you get the 120mm mortar and now i limited the commander tank and officer to one on the battlefield
  • chainging cost of 120mm mortar team from 480 to 360 from free
  • Transfer Orders now has hotkey
  • M07 fixes from E3 reviews
  • updating help text for non-winter maps
  • increase timing on driver abandon
  • clean up maps that have the old trench wall
  • Tracer added to rear MG
  • sniper tracer fire is not very visible if shooting offscreen
  • trench area detail added
  • replaced trenches
  • updated tutorial order
  • Shock Troops have "Fire Superiority" tool tip for Vetrancy 1, instead of "Trip Wire Flares"
  • fixed the tooltip on the ability, it requires 6 command points (It was saying that it required 2 before)


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