Hello!
Just saying:
1.4.0 leads to extremely funky difficulty-nullifying behaviour in my case...the AI is so obsessed with not showing its weak torso, sprinting into cover and building evasion that it forgets attacking: over half(!) of all AI actions are pure movement. I feel like I'm doing skeet shooting, not fighting soldiers.
In 1.3.3. it was just the occasional swift tank that showed 'odd' behaviour.
I should note that I do play with overall lower hit rates (short-med-long range tiers being a thing), resulting in the average shot being 10~15% harder than in vanilla. I did adjust the hit rate thresholds required for the AI to consider all out attacks and conservative shots to compensate, and *if* it attacks it also does generally fire as expected. Still, it could be messing up the AI logic - I'm just surprised that it didn't have this weird effect in 1.3.3 or before.
If anyone else uses similar balance changes concerning to-hit ratios together with this, can anyone confirm similar behaviour?
Thanks for the report! I was getting that kind of action with Better AI 1.3.3 in the post 1.3 BT environment and was trying to adjust for it with 1.4. So you find that in general it's actually worse than 1.3.3? This might be linked to a lowering of "Float_PreferHigherExpectedDamageToHostileFactorWeight" in the global.json. Try kicking that one back up to anywhere between 3.5 and 4.0 (the old value) and see if that fixes it for you. It possible I tuned that down too far to adjust for the far more necessary need to be in cover post 1.3.
How are scouts acting compared to beefier units? They got a significant boost to their "Bravery" (suicidal really) and their Float_PreferHigherExpectedDamageToHostileFactorWeight went up instead of down. if those seem to be acting better (given, they are still very weak units with low armor) that value is probably the cause.
ModTek 5.0 just released with a ton of new features, I want to put out a 1.4.1 to use this and can roll some tuning adjustments in if you let me know what works.