AI: - AI will now use path markers for attack and scouting. - AI will build additional radar away from its base. - Magnetron will now look for targets in a radius around itself, rather than the base it is assigned to. - AI will now build the Cybran Mass Convertor. - AI will build more than 1 mass convertor, if needed. - AI will now prioritize getting the Mass Convertor research if it has a high amount of energy stored. - AI will no longer mass convert when it has enough mass already. - AI will now build more Pgens when Mass Convertor is researched, rather than waiting for it to be built. - AI will use the buffer size to check for blocking terrain (via GPNav) before building a structure. - AI will try not to nuke its own units. - Improved AI research paths. - Removed Radar and Vision cheat buffs from the AI. - Added Naval Neural Net. - Updated the Neural Net data based on several hundred new simulation sets. - AI will wait until it has a mass convertor before going nuts with Pgens. - Land, Balanced, and Rush AIs will put a higher priority on getting an Air factory if they can't reach an enemy by land. - AI ACUs will no longer build Naval factories. This will be handled by Engineers. - The AI will once again use the Illuminate Space Temple. - Adjusted AI platoons to prevent the AI from stalling when hitting unit cap. - AI can now use Naval units to guard its base. - Guard base platoons will now guard a wider range. - AI will build more engineers per expansion base. - AI will only build up to 10 research facilities. - AI will take mass fabricators into account when looking at income/spending ratio. - AI will build Gantries in expansion bases more. - Improved AI Nuke/Anti-Nuke behavior. - AI platoons will no longer Jump Jet or Teleport unless at least 75% of the platoon can make the move. - Platoons that the AI wants to run away will now clear previous commands. - AI Neural Nets will now check to see if an enemy unit's shield is active when performing threat evaluation. - AI units will no longer run to deactivated bases. - AI will now use carriers appropriately again. - Added a new function to the Platoon class to get a platoons shortest attack range. - Micro distance is now based on the Platoon's shortest attack range. - AI will now do a quick pathable check when looking for places to build. - Engineers will no longer look for things to reclaim or units to repair while attached to another unit.
Known Issues: - Replays from previous versions will not function with this version. - Skirmish Save games from previous versions will not function with this version. - Campaign Save games from previous versions will not function with this version. Campaign progress (unlocks) will still be preserved, however. - When exiting a multiplayer game or skirmish before victory conditions have been met, there is a 10-second window during which replays will not save. The temporary workaround is to wait 10 seconds before pressing the "save replay" button.