- Added invasion-specific buffs
- Added factional handling
- Added AI switches
- Added construction/repairing
- Fixed enemy TANO color when changing status
- Fixed notification baselines to consider GCW-specific circumstances
- Optimized AI algorithmic complexity by eliminating expensive
arithmetic operations
- Fixed reposition state to avoid locations in water
- Considered tower defense buff for NPCs in combat service
- Compacted 3 AI threads into one
- Dynamic allocation of AI resources depending on patrol point index and
same faction AI density
- Added Withdrawal state for more realistic post-battle behaviour
- Positioned all pylons, camps, officers, terminals, barricades,
turrets, towers, cloners in the appropriate coordinates
- Added barrier and tower plus the according buffs
- Added defender NPCs
- Fixed enemy NPCs not showing hostile after faction change
- Added ally function implementation to rebel and imperial scripts
- AI does not lock up in a state anymore
- AI seeks better position if LOS is blocked
- AI resumes previous states better now
Fixed#0000061 : Houses can now be destroyed, even when not redeeding
- Added AI action regeneration when in combat
- Fixed NPC self-buffing null pointer exception
- Fixes 0000031: Incap is not working correctly
- NPC AI now considers deathblow values correctly
- AI state transition further debugged
- Pet now follows owner after killing attacker
- Added debug log system
- Cleaned up system console from system.out messages
Fixed bugs for BHing include:
Bounty not being removed from bountyMap (they were still removed from
the db though)
Bounty success/defeat messages were wrong
Seeker not being destroyed from world
Completing bounty mission would not remove it from log (Allowing you to
keep on killing the player and potentially collecting the reward)
Fixed conversation messages on Arakyd Droid to use new ProsePackage
format
The problem related to doSelfBuff always calling and thinking that the
position secured buff wanted to be added all the time, which isn't the
case. Right now I added a hasBuff check to doSelfBuff for the position
secured buff which will remove the buff. I didn't want to flat out just
remove a buff no matter what command was called because that would
affect any buffs that wanted to be refreshed and not removed.