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Releases: BattletechModders/CBTBehaviorsEnhanced

REL_2.3.5

24 Jul 21:39
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allow dependencies to force-skip position validation for melee attacks

HarmonyX Update

14 Apr 21:05
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Updated to ModTek 3+, no end-user visible changes:

Updated project file to MS 2019 format
Replaced Harmony1 shimming with direct HarmonyX patches
Eliminated Traverse and AccessTools lookups in favor of publicized accesses.

DLL only change. No changes to mod.json

WILL NOT WORK ON MODTEK 0.8

REL_0.8.11

21 Jul 16:18
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  • Fix issue with quips initialization; should no longer include default quips when quips are defined
  • Fix issue where AI will try to use meleeState for wrong target that was calculated after actual target was selected
  • Fix internal label for DFA weapon
  • Fix logging bug that prints no pathnodes even when there is 1 found
  • Put imaginary weapon attacks into a try/catch, to try to reduce the number of NREs

NOTE: DLL only change (version 0.8.11)
WARNING: Last release before integration with new CU/CAC version

REL_0.8.9

21 Jul 14:21
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  • Fix issue where AI & UI would not auto-select charge when at sprint distance. Error was caused by bad logic preventing charge from being selected, even though it was valid. Should fix some cases of 'Could not select a valid attack for the selected sequence - this should NEVER happen!'
  • Fix issue where melee condition cache wasn't being reset on new round properly. Was only resetting the attack choices, not the full condition state. This persisted knockdown states between rounds when it shouldn't have.
  • Add custom evasion pips handling to try to prevent cases where charges do not dump evasion on attacker.

REL_0.8.10

21 Jul 14:21
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  • Fix issue where MeleeState was calculated using attacker's current position, instead of the selected attack position. This results in some softlocks when evaluating the actual MeleeSequence.

REL_0.8.8

21 Jul 14:19
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  • Refinement of CBT 0.8.7, may fix harmony NREs that have been cropping up

REL_0.8.7

21 Jul 14:18
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  • Default melee to a no-op when receiving an invalid order. May prevent some AI hardlocks, but nearly impossible to test.

Note: This loads into combat, but testing was proving difficult. I recommend checking to make sure AI melee still works properly after this fix.

REL_0.8.6

21 Jul 14:17
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  • Integrate with RolePlayer. If present, will read behaviorVars from RolePlayer instead of vanilla behavior tree
  • Change AI heat check logic. Will now check acceptable heat values for volatile, ammo, and shutdown and use the lowest value of all 3.

REL_0.8.4

21 Jul 14:15
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  • Should fix Turret AI lockup issues
  • May fix selection issues when enabling DNI

REL_0.8.2

21 Jul 14:16
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  • Fixes UI issues when selecting different attack types
  • Fixes UI issues with disabled weapons after an attack in subsequent rounds
  • Fixes UI issues requiring you to double-click and attack type once before description updates
  • Potential Fixfor UI issue that causes 'sound scramble'
  • Added additional logging to try to capture AI bad melee state (CU Pathing interaction)

NOTE: DLL only fix. Still some weirdnesses with weapon selection state I'm working out