Hi, there
When it's possible/useful, we will try to post brief descriptions of recent AI changes done on the development branch. We hope this will help demonstrate the tweaks that we're making and generate useful feedback to help us validate and polish our work.
For now, the first batch of notes to kick things off:
It wasn't supposed to fix rotation speed of AI soldiers, but is letting them use "aiming deadzone" as specified in the unit config (minGunTurnAI, maxGunTurnAI) which is typically 60 degrees cone.
Therefore currently AI should be able to follow targets better without moving whole body.
RPG and NLAW are supposed to be unguided, but AI was still able to use them as guided weapons. This was corrected.
Quite big change, now AI is able to calculate and predict accurate ballistic of bullet, therefore is able to aim and engage targets on all ranges, both static and moving. Also, this improves AI ability to hit moving targets by more precise time of leading calculation. Good way to check this change is try to fight AI sniper on 1km+ range. Of course it still depends on his skill.
AI was considering animals as friendly, therefore denied to shot in theirs direction. Example: put yours character, enemy soldier and snake animal between you. After this fix AI won't bother with friendly fire against animals.
Current plan is to tweak obvious problems till the point that standard skill markers behave similarly with previous implementation.
As standard skill markers you can consider 0.2, 0.5 and 1.0 skills (so lowest, medium, and highest). We measure reaction times, spotting times, accuracy, decision delays etc and try to get them close to what you seen before with similar values.
That means that conversion table would not be necessary.
The big change is the curve of skill, we predict that with current code, actual reaction time, or accuracy would be linearly proportional with skill you've set. It means that you won't have to spend time tinkering with your settings for weeks, because you will get more what you actually set.
Thank you, unbalance will be serious. Also, expect bunch of tweaking commits following that change, and be not too attached to momentary effects you see. Anything might get tweaked as we go through it.