Small General Improvements Update

[img]{STEAM_CLAN_IMAGE}/41107843/ce872cab8e859743b265423059cab725c885a23e.png[/img] This update addresses some of the feedback we received after releasing the Factions Update. It will be the [b]Tournament Build[/b] for the upcoming 1vs1 Civilizations Wars tournament, [url=https://store.steampowered.com/news/app/1674820/view/3659786371363296452?l=english]which you can read more about here[/url]. Of course, if any game-breaking bugs appear, we will address these, but there will be no more balance changes before the tournament. [h3]Improved unit AI targetting[/h3] - Improved targetting system so that if a target unit is behind a walled in area and can't be reached the unit chasing it will find another target instead of just potentially standing there forever - If a unit is blocked for a while chasing a target behind a big group of units it will reconsider and find another target if it finds any closer [h3]General improvements[/h3] - While holding SHIFT to set waypoints the mouse cursor will now show cursor changes similarly to when not holding SHIFT - Ranged units distance to buildings take into account that buildings have different sizes, so a ranged unit like the slinger don't have to move so close to a large building as a Palace as before, and it will be able to attack Wonder with ranged attack - Increased the distance of buildings of same type to select on double-clicking building by 100% [h3]Skirmish AI[/h3] - Offensive Armies on higher difficulty levels will stay longer in fights before fleeing against larger armies - Reduced threat level for Watchtowers so that AIs will make a bigger effort fighting them before fleeing - Battering Rams will no longer count as part of the defensive force and will not be used as part of defensive operations - Fixed a problem that prevented the Skirmish AI from researching all the technologies it should research - Substantially reduced how much AI counts Scout unit as a threat - Battering ram has 24 vision range (it was 16, which caused it not to find nearby walls to attack in some scenarios) [h3]Horde Mode[/h3] - Horde strength increases slightly more for each wave on higher difficulty levels - When reaching the last wave the game over screen on defeat will show correctly that the last wave was reached [h3]Unit Balance changes[/h3] - Heavy Axeman has 8 base move speed (from 7) - Slinger vision range is 24 (from 26) [h3]Other Balance Changes[/h3] - Gazelle flock has 8-10 animals (from 6-8) - Boars will no longer spawn next to any player starting locations [h3]Bug fixes[/h3] - Assyrian technology Trade Colonies now works as it should for farming gathering rate - When a clay pit is constructed, villagers who were initially tasked to construct the clay pit but were then commanded elsewhere before it was fully constructed, will no longer move back to it to dig clay when clay pit construction is completed by other villagers - Fixed wrong pixels in Egyptian Gate under construction sprites - Clicking production buttons (like produce equipment) has no effect after game has ended - When selecting single building from control group the rally point position for that building will show correctly - It is possible to select enemy units behind your walls to see their information