Full notes
Full ANIWARS: Call of the Void update
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What changed
- Balance
- Gameplay
- Fixes
- Performance
ANIWARS: Call of the Void changes
AI Improvements
The AI will now prioritize attacking low health player units without affecting the way it evaluates its own units. This will reduce the risk of overly passive behavior, such as not attacking in fear of retaliation.
AI self preservation is now reduced when its losing. This also helps in reducing the risk of overly passive behavior, such as running away with 1-2 low units when there is no way for it to make a comeback.
AI enemy heatmap improvements. Heatmaps are used to guide the AI towards objectives. The enemy heatmap determine the density of enemy units in a certain area, a denser area -> more engagement -> more attractive to the AI. However this should not always be the case, a single low health unit is a far better target (most of the time) than a large ball of player units. To fix this the enemy heatmap score generated by low health units are now a lot higher and has a 50% slower drop off rate.
Made it possible to implement custom AI action generation code for specific abilities. Not every single ability action can be fully simulated since that would take way too much time. This means that perceived low value actions needs to be filtered out before simulation starts. This is quite a complex area, and it also uses heatmaps and other "tricks" to determine what counts as a low/high value action. Before this update all abilities ran the same filtration code but there are limits to that since not all abilities needs prioritize the same thing. This resulted in missed AI actions such as going for an attack instead of a very obvious Shield Bash knock out. It also lead to the AI making some very bad moves like placing a unit right between a Breacher and water, just to have it knocked out by the player the very next turn.
Implemented custom Shield Bash action generation.
Implemented custom Ion Cannon action generation.
Implemented custom Patch Up action generation.
Implemented custom Grabber action generation.
Fixed AI getting stuck behind Rubble.
Performance
Switched Unity scripting back end to IL2CPP, this complies the code into C++ during the build process, and should increase performance.
Battle screen rework to reduce number of video players and fix fps drops.
Made a very cool targeting and area scan optimization which turned out to have pretty much no effect ¯\\_(ツ)_/¯
Source
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