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AI Hunter Fireteams For All
Build categories on the sidebar now sort their items by the name that they show in the sidebar, not by the actual full name of the entity. Sometimes this is different, and it makes it hard to find things when it is.
What factories are up to is now shown even on the brief tooltips, not just medium and up.
Thanks to several players for suggesting this.
Several improvements to what factories show when they have no work to do on various fleets.
Put in some fixes to an exception that could happen in the mercenary code, and also made it more informative if it happens again.
Thanks to Daniexpert for reporting.
The "GAAAH! We have a command we need to execute during frame" error has finally been retired. Instead it now just executes the command late, which will be a desync in multiplayer that it can fix on its own. Better slightly late than never, in that case. In cases for single player it literally won't affect anything.
Thanks to NRSirLimbo for the most recent report.
AI Improvements And Related Fixes
Some bugfixing/IQ enhancement for the AI. AI threat against players had a deplorable habit of not realizing it was supposed to be against the player, and getting distracted by any other minor faction in the game. This was A. making the AI threat not press home attacks and B. making the threat not join the threat fleet appropriately.
From a discussion on discord with a number of people about why the hunter fleet seemed to be absent. This should be a big improvement.
Fix a bug with assassin mode (aka fireteam) hunter fleets where they were using stale/invalid data to decide when to attack. This usually meant they would fling themselves onto your defenses with reckless abandon
Fixed up a wide variety of places where RemoveEntity() was not being called properly when removing entities from a speed group.
This should lead to more correct behavior in group-move for players, and probably it will help with exos and fireteams and whatnot that are also using speed groups.
NPC/AI group move now works like it used to (more or less) prior to the player-specific group move enhancements. This keeps things like exos moving at expected speeds, for example.
Several bugs were fixed in this whole area as well while we were at it, including some things getting left in groups they should not have, and overriding speeds being forgotten when a compound command was given to units that were already in group move, etc.
Essentially the single group move command now works one way for players and one way for everyone else.
The Assassin hunter fleet type has been removed, as that was just for fire teams. Now all of the non-defensive hunter types use fire teams.
This is a pretty scary update to the hunter, making it so you no longer have to opt in to using their new exciting behaviors!
Fireteams in allied factions can now coordinate their assaults. AI-allied fireteams can also coordinate with AI threat forces
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