Much of this update is targeted at bringing AI back up to snuff, to complement the latest campaign mission developments. Bugfixes and stability improvements are also featured, with the hope of achieving sufficient stability for a 1v1 tournament later this month!
- A worker wandering edge case (fairly common in the early game) has been fixed (c. Veeq7)
- Dual birth units created by Ocsal Larvae no longer regress into base strains
- Units with Offset: Linear can no longer fail to update their line target
- Units created by the custom "spawn" trigger command no longer move anywhere if %move_pos is not defined
- Konvilisks and Akistrokors now correctly play order acknowledgement unit responses
- Lardfix: Text in transmissions now remains onscreen for the total transmission length instead of sound file length (fixes text display coupled with short sounds; c. DarkenedFantasies)
## AI
- Worker allocation has been better optimized for the new resource model (c. Veeq7)
- AI should now harvest from more than 3 vespene nodes (c. Veeq7)
- Terran and Zerg AI should no longer occasionally get refinery requests before unlocking tier 2
- Terran and Zerg AI now request advanced refineries when tier 3 is unlocked
- AI combatants will now focus deployed units (e.g. Matador, Phalanx) more often