1.40 dev 13
* Fixed issue with moving long distances.
* Improved chasing behavior, should fix the wobble.
* Improved boundary detection while chasing.
* Fixed issue with SP being counted incorrectly when using skill levels other than max level
* Fixed issue a distance function in AzzyUtil.lua (no reported issues in the field).
* Fixed issue with occasional target dropping while closing to melee range.
* Fixed critical issue with skill use while chasing.
1.40 dev 12
* Fixed issue with snipe tactic causing errors.
1.40 dev 11
* Fixed issue with provoke state.
* Fixed issue with provoke skill info.
* Fixed issue with AI mistaking sacrifice for provoke
* Three above issues combined to cause crashes on homuns with sacrifice when autoprovoke was enabled.
1.40 Dev 10
* Fixed issue where we attempted to use math.huge which isn't implemented in lua 5.0.2
* Fixed issue where chase state tried to move to a target one last time after dropping it's old target.
* Fixed line 667 error, which was caused by the combination of the two above bugs.
* Corrected error where stationary aggrodist and movebound would be used if the owner was moving only in the north-south direction.
* Improved logging for the closest cell calculations, because they're brittle and cause a lot of problems.
* Corrected issue with ranged mercenaries moving 1 cell closer than they need to when approaching targets from the west and south.
1.40 Dev 9
* Removed posbug correction code - was causing dropped targets, inappropriate dancing, and other issues because it is impossible to detect posbug due to GetV() bug, and hence was activating even when not posbugged.
* Fixed issue with Sniping - TACT_SNIPE_L/M/H should now work. If you can 1-shot in OD2, try it out! Makes much better use of SP.
* Fixed issue that could cause a high-speed homunculus to run off the screen chasing a monster. We will now drop the target instead. This was killing people in OD2.
* Fixed improper tail call from chase to idle.
* Default tactics are now a bit better: They default to not attacking the stupid event mobs, nor ants and giearths for doing ant eggs.
* Set DoNotAttackMoving in H_Extra to make the homunculus not attack stuff that's moving. It'll still continue chasing them if they do move, though. This is not the final version of this feature, but it's been requested by several people - here's an interim solution.
1.40 Dev 8
Quick bugfix release
* Fixed follow obstacle fix from previous versions as it was not being used correctly
* Fixed attack posbug fix, which was suffering from an almost identical issue
* Fixed missing geographer tactic.
1.40 Dev 7x
* Fixed the attack chase loop bug.
1.40 Dev 7
* Added support for autoskill skill selection tactic - Manually edit H_Tactics.lua and chance the size tactic to CLASS_BOTH (to use either pre-S or homunS skills), CLASS_OLD (for pre-s skill only), or CLASS_S (for S skills only), or CLASS_MOB (if, for some reason, you want to use a mob skill on this, even if there aren't enough targets around to normally justify using a mob attack (per MobAttackCount) - i expect this to be most useful for mercenaries, particularly the lvl 10 sword merc, where you might want it to use BB for the higher damage - of course tactics for mercs require MobID - so maybe this isn't so useful.) For mercenaries, you can edit this using the GUI - use the TACT_SIZE tactic, SIZE_LARGE is the same as CLASS_MOB, SIZE_UNDEFINED should be used in all other cases (since there's no S-class skills for merc)
* Unified code between chase skill use and attack skill use
* Fixed longstanding issue with debuff while attacking which would prevent the homun from using debuffs while attacking if told via tactics to use a certain debuff skill. This bug has been present since 1.30 or earlier and had not been reported. Did anyone try to use this?
* Corrected boneheaded prioritization of targets which resulted in the homun aggroing new monsters while ignoring monsters currently attacking him. This was a really really nasty bug IMO.
* FOLLOW_ST with FAST CHANGE did not use proper tail call when changing to IDLE_ST, this was corrected (internal change)
* Removed more obsolete code
* Fixed a few potential error message
* Fixed issue with empty AAI_Warning file
* Fixed error with bow mercenaries that have the skill Double Strafe
* Another change dedicated to truly eradicate the follow state hang.
* Fixed issue with inappropriate use of antiposbug measures which could cause problems around obstacles.
* Fixed issue where the wrong measure of range was compared to MoveBounds for attacking monsters outside AggroDist, resulting in failure to defend against ranged attackers (like those blasted orc archers!) on the edges of the screen.
* Improved tracing to try to trace down yet another freeze issue.
http://www.mediafire.com/?ce96sdilqres930
Edited by DrAzzy, 01 March 2012 - 01:42 AM.