Versus 4.202 - AI and Modding Support patch
Download HERE.
The primary focus of this build is to update the AI and to improve modding support. The AI is upgraded to handle a couple of new mechanics introduced since the previous AI patch. It is now also possible to add new modded classes, character with custom talent trees, and even make modded units available in the recruitment pool.
That being said, there is a couple of new features as well.
Grab Reversals are back! I decided to go for a pure chance based system for now. Any characters with the Auto Grab Reversal passive now have a chance to automatically reverse a grab instead of causing it to end. This passive can be acquired after putting some points into the Grappler tree.
I added a couple of new expressions to better reflect the character's lust state during grabs. You can check it out on twitter.
Male recruits are also in, as part of the "make modded units available in the recruitment pool" change.
I also tuned down several grappler and brawler level up choices as those things were found to be extremely strong. (I watched a lot of AI vs AI matches)
Changelog:
AI now use abilities that hit enemies in the air/ground when the ability can hit the enemy in the air/ground
AI now takes ability cooldown and costs into consideration when deciding which ability to use
AI will now somtimes use grabs versus blocking foes
AI can now use ability transitions as well
AI will now select grabs a little more "intelligently" rather than completely randomly. E.g. priorize PUNISH grabs when foe is fresh, FINISHER grabs when foe is near climax, etc
Fix a bug that caused AI to not being able to reactive parry/dodge while blocking
Added new Passive Effect: Auto Grab Reversal that gives a random chance to reverse the grab instead of ending, this passive can be acquired after points into the grappler tree
Added UnitData.character.classId to define a character's class
Added UnitData.character.innateTalentTrees to define a character's extra innate talent trees that are available beyond those given by its class
Releaseing grabs now put attackers into a 0.5s animationless mini-stun to prevent grab-release then attack combos
Increased grab move selection time to 3.0s from 2.0s
Grab will now end if the grab attacker havn't selected anything during the grab move selection time and the grab target picked escape
Added new expr_endure_low/med/high expressions that is used during grabs
Expanded character randomizer system to be more generic rather than hardcoding it to target female chars only
It's now possible to find male recruits now. (Note that there isn't many customization options for males yet so expect the attack of clones!)
Added UnitData .availability.versusMode.defaultRecruitable and .commonness to enable modding of recruitable units in versus mode
Fixed an incorrect calculation with attacker's grabAttackMultiplier
Fixed lust and climax meter not scaling with level
Fixed grab_attempt abilities not causing character to become stagger-vulnerable to enemies of the same staggerClass (abilities with negative .bonusFlinchResist)
Fixed known ability grid not showing empty tiles correctly
Powerfist cooldown to 45 (from 30) and mana cost to 30 (from 20)
Parry now uses 10 mana (from 30 stamina)
Dash now uses 5 mana (from 30 stamina)
Successful parries now inflict stagger damage instead of stamina damage
Tweaks various level up bonuses, in particular stagger damage / stagger resist and grab damage is found to be really powerful in AI vs AI so those got tuned down
