Another update to Shard! Bugfixes, performance improvements, API additions and much more!
New from 0.2RC1:
- EvoRTS overrides
- Ported kernel panic NTai config
- Support for The Cursed
- Empty overrides for S44
- EvoRTS now has behaviours for rebuilding factories that have been destroyed, and making engineers throw up light defence towers when under fire
- Spacing code adjusted to account for unit size and increased to prevent factory entrance blockage
- Attack handler bug fixed regarding MoveAndAttack ( Its MoveAndFire!)
- Attack groups are now initially smaller but the desired group size will now grow and shrink as new gorups are built and units die
- Attack behaviour and task queue behaviour modified to allow deactivation and activation.
- Units now have behaviours and can elect a primary active behaviour. For examples of adding custom behaviours, look at the EvoRTS folder.
- API Units can now attack repair and reclaim other units
- API Units can return max weapons range now, amongst other things
- One can now check if A can build B, also incorporated into taskqueuebehaviour
- Extra safety checks in the API on parameters
- Added a UnitDamaged Callin
New in 0.21:
- Added a behaviours.lua, it is no longer necessary to use attackers.lua or for overrides of behaviourfactory.lua
- Added a defaultbehaviours function to be called when a unit doesnt have a list of behaviours defined
- Area Reclaim added to the API
- Behaviours can now query friendly units and map features
- Improved BA Core taskqueues ( thanks to Kaiser)
- Improved EvoRTS fixes for latest version ( thanks to Forboding Angel )
- Improved Cursed task queues ( thanks to Azeremoth )
- Bug fixes to attackhandler
- Added an example Auto reclaim behaviour to the EvoRTS files
- More sanity checks in the Shard API
- Removed some debug console messages