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Update 10

This update includes various AI improvements and our first pass of a professional audio pass.

Audio

Over the next few updates we'll be integrating sound effects to replace the placeholder we've had up to this point. So far it's just ranged attacks, but the difference is already obvious we think and more will be coming.

Animation Desyncing

While putting in proper audio we've been cleaning up unit animations to desyncronise them much like movement already is. For example archers no longer draw and fire in perfect unison.

Changes

  • AI will now attack stone and wooden watchtowers that threaten them. Previously they only attacked them to clear a path to their goal
  • AI pathing has been improved. Previously the AI would sometimes get clogged up on paths trying to reach a target (such as approaching a castle to attack). Now they should spread out and attack as a wider line, rather than queuing up for the front-gate.
  • AI now respects attack ranges. Previously ranged AI units were moving too close, or moving when they didn't need to. Ranged units should be a little tougher to deal with in missions against the AI now. More in line with how a player would behave. We'll keep an eye on the difficulty impact.
  • Fixed the Linux depot being empty on Steam.
  • Fixed Heavy Spear and Halberd units being unable to attack buildings with Axes.