diff --git a/changelog.txt b/changelog.txt index fbf6456..d961831 100644 --- a/changelog.txt +++ b/changelog.txt @@ -58,6 +58,7 @@ Date: 23. 11. 2021 - Siege state no longer uses all spawners only pollution covered and active raid spawners (raid spawners are a status, not necessarily tied to raiding AI state) - Increased migration ai state chance at min temperament by 5% and if migration is disabled increased raiding to 70% chance - Increased siege chance to 60% chance between temperament (0.05, 0.20) and if migration is disabled increased raiding to 60% + - Settling group formed during AI siege state are 2.5x more likely to be kamikaze Bugfixes: - Fixed chunks not processed due to chunk not being actually generated by game engine. You may notice a small delay before the spawners and worms convert to Rampant new enemy versions. - Fixed vengence squads only processing half the expected chunks diff --git a/libs/AIAttackWave.lua b/libs/AIAttackWave.lua index dbd5744..c348ef4 100644 --- a/libs/AIAttackWave.lua +++ b/libs/AIAttackWave.lua @@ -240,7 +240,12 @@ function aiAttackWave.formSettlers(map, chunk) if universe.NEW_ENEMIES then squad.base = findNearbyBase(map, chunk) end - squad.kamikaze = map.random() < calculateKamikazeThreshold(foundUnits, universe) + local kamikazeThreshold = calculateKamikazeThreshold(foundUnits, universe) + if map.state == AI_STATE_SIEGE then + kamikazeThreshold = kamikazeThreshold * 2.5 + end + squad.kamikaze = map.random() < kamikazeThreshold + universe.builderCount = universe.builderCount + 1 map.points = map.points - AI_SETTLER_COST if universe.aiPointsPrintSpendingToChat then