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changelog.txt
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v0.18
-----
* New: "bcombat_ballistics_native_handler" variable allowing usage of bDetect (false) or BIS native close-bullet detection (true). The latter is working only for ArmA 3 BETA build 1.39.129316 +
* Tweaked: AI units better fulfilling tasks
* Tweaked: AI units are now able to dynamically merge / split teams
* Tweaked: investigation behaviour reworked
* Fixed: excessive morale hit introduced by AI changes in ArmA3 BETA 1.3X builds
* Fixed: minor bugfix
v0.17
-----
* New: variable "bcombat_skill_min_player_group": forcing come minimum skill level (default: 0.5) for any player's group units.
* New: variable "bcombat_stance_prone_min_distance": minimum distance to nearest enemy for allowing prone stance after any suppression events.
* Tweaked: AI prioritizing special commands (healing, supporting, self-healing, get-in, get-out, hide, rearm, refuel) against low-priority move / fire commands.
* Tweaked: grenade throwing accuracy depending on skill. Misses more likely for untrained soldiers.
* Tweaked: enhanced movement to cover ( low-level command moveTo used instead of doMove).
* Tweaked: rebalanced probability of returning fire vs. movement to cover. Unsuppressed / lightly suppressed units now more likely to return fire aggressively.
* Removed: broken variable "bcombat_skill_multiplier"
* Fixed: smoke throwing should not happen anymore at night (interim fix via sunOrMoon command)
* Fixed: minor bugfix
v0.16
-----
Core features:
* New: Introduced a strong morale penalty for units surprised by enemy fire while in SAFE/CARELESS mode
* Tweaked: Minor code optimizations
* Tweaked: Slightly higher firing accuracy
* Tweaked: Units more likely to open fire on nearby threats in CQB
* Fixed: Reduction of "idling" overhead for high AI count (200+ units).
* New: variable "bcombat_degradation_distance", distance ( unit to player ) over which some bCombat features get cut in order to achieve better performance in crowded battles ( many hundreds of units ).
* New: variable "bcombat_skill_multiplier"
* Tweaked: AI units being hit more likely to prioritize shooting on threat.
* Fixed: HandleDamage EH related issue, possibly breaking respawn scripts. (Thanks LSD_Timewarp82).
* Fixed: bug somewhat reducing responsiveness of suppressed units.
* Fixed: bug in grenade handling (thanks Torndeco).
* Fixed: AI units not scared by campfires anymore.
* New: Added 1 second post-spawn delay for unit initialization. Done in order to allow custom / third party scripts to be executed in the meantime.
* New: a few configuration variables within config.sqf.
* Tweaked: sensibly reduced spotting ability (about -50%) at night, for AI units wearing no night vision devices.
* Tweaked: AI spotting ability sensibly affected by fog.
* Tweaked: bullet penalties rebalanced.
* Tweaked: AI aiming accuracy slightly increased in average.
* Tweaked: damage multiplier: damage from null source (e.g. from falling or setDamage ) is not multiplied anymore. For sake of campaign compatibility.
* Tweaked: AI units' peripheral vision.
Optional features:
* Fixed: ArmA3 v1.10 compatible custom grenade and smoke throwing.
* New: lower ground penalty: Firing from lower ground reducing effectiveness of suppressive fire (and viceversa).
* Tweaked: further improvements to hearing and investigate behaviour .
v0.15
-----
Core features:
* Fixed issue with cover blacklisting causing .sqf script error popup
* AI units more likely to cover each other
* Targets of opportunity better filtered, with tighter visibility checks
* AI group leaders not supposed to flee anymore
* Configurable damage multiplier (bcombat_damage_multiplier)
* CQB reactivity improvements
* Reduced vanilla AI hearing sensitivity
* bcombat_config.hpp path changed from "\userconfig\bcombat_config.hpp" to "\userconfig\bcombat\bcombat_config.hpp"
* Further CfgAISkill tweaking
* 60+ configuration variables exposed and briefly documented into "config.sqf"
Optional features:
* AI units may throw smoke grenades when threatened
v0.14
-----
Core features:
* Machinegunners' behaviour tweaks:
* Further Prioritization of shooting over movement.
* Allowed to spend more time shooting on target / laying suppressive fire from current position
* Stop / overwatch mode
* Fleeing behaviour tweaks:
* Custom fleeing disabled for groups containing player.
(Done in order to avoid player becoming group leader due to AI units fleeing, potentially breaking missions)
* "move to cover" behaviour fixes and tweaks:
* Units may move to cover more frequently when suppressed
* Units more likely to move away from roads when suppressed
* Units may keep at current position even if suppressed, if shooter is NOT in line of sight
NOTICE: Move to cover behaviour is optional and always disabled for player led groups, this is to avoid undesired movement of units [same behaviour as v0.13).
* "config.sqf" custom configuration is now enabled by default
* Over 40 configuration variables exposed and briefly documented into "config.sqf"
* Increased bullet suppression penalties (+20%) - experimental settings
* Improved tightened formation feature for AI groups
* AI leader won't issue ATTACK orders to units if enemy is far (over 500m.)
* On enemy contact units will crouch instead of going prone
* Units go prone more promptly when hit / wounded
* Units under fire may now crouch instead of going prone, when moving fast and/or being far from shooter
* Higher chance units alerted by gunfire / explosion events will investigate the event position, unless some enemy is already known
* Fixed bug into fast rotation behavour ( it allowed it being triggered multiple time at once )
* Increased chance of grenades being thrown
* "fast move" tweak: a unit will avoid breaking formation when moving, unless some enemy is around.
* "fast move" fix: units are now slightly less prone to bunch at destination.
* Revised grenade throwing distance, to be compatible with recent DEV builds.
* Misc tweaks and bugfixes
Known issues
* Sometimes units suddenly rotate towards wrong direction just before throwing grenades
* Unit rotation animation sometimes playing abruptly, e.g. instantly swinging to some direction
* Grenade throwing distance may be wrong on ArmA3 versions prior v1.08 (due to an ArmA 3 change)
* Units accuracy possibly too high for editor placed groups on stock settings, within missions created since ArmA3 v1.08 or recent DEV builds (due to an ArmA 3 change)
* Move to cover disabled for buildings, due to units being stuck there (due to an ArmA 3 issue)
v0.13
-----
Core:
* Morale hit from seen / heard explosions degrading with distance.
* Fixed: unit were able to "hear" grenades being thrown when "bcombat_allow_hearing=true".
* Tweaked target prioritization: If an unit has some assigned target (e.g. commanded by leader) and it's in line of sight, it has priority against other targets of opportunity.
* Increased morale driven effect on skill. Done in order to restore after avg. morale hit lowering indirectly caused by non-linearity since v0.12.
* Group leaders stopping "softened", so they're better allowed to flank (Compromise solution between v0.11 and v0.12 behaviour).
* Units more likely to disengage and move away when sustaining much suppression fire.
* Custom configuration possible, uncomment lines into "config.sqf" file.
* [A lot of] minor tweaks and bugfixes.
New optional features:
* Grenade throwing [ALPHA]
* Movement to cover [ALPHA]
v0.12
-----
Core:
* Morale hits are now applied non-linearly: it should be a bit harder to achieve complete morale break.
* Better filtering of BIS danger.fsm events. Distance limit of 500m. from source for events collection.
* AI units may open fire upon on targets of opportunity from distance, if:
* Target is near unit's planned destination ( < 50m ).
* Target is near group's current waypoint position ( < 50m ).
* Units are "hidden" and not moving.
* Disabled vanilla fleeing behavior when bcombat_allow_fleeing = false (it was creating mayhem).
* "Fast rotate" optional enhancement fixed.
* Minor tweaks and bugfixes.
Balancing:
* morale hits lessened about 15-20% in average, due to new non-linear logic.
Gameplay:
* AI Group leaders now usually prioritize fire vs. movement. This was done to avoid them rushing. No changes to sub-formation leaders.
* AI Units positioned over terrain level (e.g. guard posts, some buildings) should prefer crouching instead of going prone, when fired upon.
* "Fast move" enabled by default for subordinates, on Player led groups. It sould make units under player command move faster while in combat mode.
Performance:
* Code optimization for functions (only)
* Simplified, lighter (=faster) line-of-sight checking. Checking accuracy made degrading on distance.
v0.11
-----
* First testing release.