A bunch of AI changes in trunk seem to be working fairly smoothly at the moment
- most AIs now try to run away from live Q-mines
- Thargoids make more sensible use of their omni-directional laser in combat
- ships with point defense weapons (turrets, thargoid lasers) will now track multiple hostile targets with them, if appropriate
- missile damage is now much less dependent on frame rate, and missile AI (especially on hardheads) deals better with unusual situations
There are two threads in the testing forum giving more details of these changes, which are not entirely finished:
https://bb.oolite.space/viewtopic.php?f=3&t=11911 and
https://bb.oolite.space/viewtopic.php?f=3&t=11868 - your thoughts on game balance would be welcome.
There are also a lot of new scripting and AI properties available in trunk (many of them mentioned briefly in the scripting requests thread, but here's a quick list for reference).
New AI commands: addPrimaryAggressorAsDefenseTarget, addFoundTargetAsDefenseTarget, findNewDefenseTarget, clearDefenseTargets, storeTarget, recallStoredTarget
New AI events: CASCADE_WEAPON_DETECTED
New equipment.plist properties: damage_probability / EquipmentInfo.damageProbability
New ship properties: ship.boundingBox, ship.beaconCode now read-write, ship.dataKey, ship.defenseTargets, ship.pitch, ship.roll, ship.yaw, ship.*Weapon now read-write
New ship methods: ship.dealEnergyDamage(amount,range,shaping), ship.setBounty(amount,reason), ship.clearDefenseTargets, ship.addDefenseTarget(ship)
New playership properties: player.ship.laserHeatLevel, player.ship.price, player.ship.serviceLevel, player.ship.weaponFacings
New player method: player.replaceShip(key)
New ship script events: shipBountyChanged(delta,reason)
New world script events: equipmentRepaired, playerBoughtCargo, playerSoldCargo, shipScoopedFuel