FIXES
SCENARIO EDITOR: fixed an issue where route points would jump to 0,0 when dragged.
SCENARIO EDITOR: fixed an issue where route editing would prevent dragging and zooming.
SCENARIO EDITOR: fixed an issue where NPC mech loadouts would not save.
SCENARIO EDITOR: fixed an issue where parameters of Scripted Events would get reset if you connected an Effector.
SCENARIO EDITOR: fixed an issue where Points would only rename on the second attempt.
Fixed an issue where NPCs ordered to Attack Point would try to path below the terrain and just wiggle about.
Fixed an issue where NPC mechs would run around trying to get a firing line on their bombardment target. Now they will seek a vantage point, stand there and start blasting.
Note for Scenario Editors:
I'm making ongoing improvements to certain special NPC actions - you may find that behaviours like 'attack point' require a little finessing to work well until I can make the AI more robust.
For example, an NPC mech ordered to cross a steep ravine to attack a point on the other side may have trouble finding a firing line, since it will attempt to find a high point but may also struggle to path neatly through complex terrain.
A better solution for this requirement would be to use two effectors and a trigger. Effector one would send the NPC mech to a point on the far side of the ravine, close to where you want it to fire from. The Trigger can be placed on this point, linked to Effector two, and configured to respond to the NPC mech.
Effector two can then tell the NPC mech to attack the point. This choreographed setup is much more reliable than one effector that asks a lot of the AI - it's a good idea to use these sort of setups for more complex sets of orders.