- Content devs can now add lairCRC vectors and bosses
- The boss spawns will only work after the invasion commit because then
lairs will get health bars and the lair will spawn more waves
- 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 Navatrik NPC script
Added Alduq NPC script
Added Kazen Harn NPC script
Added Nikto NPC script
Populated Mos Eisley Cantina (need to fix sit in Chair)
Populated Mos Eisley Medical Center
- 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
Added Mos Eisley Police officer
Added Mos Eisley Police Sergeant
Changed Romo Vax Henchman to use correct template
Changed Smuggler Pilot in front of Jabba's Palace to use correct
Template
Added Mos Eisley Police and made them patroling around eisley
Created Rebel Recruiter and Imperial Recruiters mobile templates.
Changed recruiter static spawns to use Mobile Template
Fixed correct cell for rebel recruiter in Anchorhead