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Added the final set of fixes
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bugfixes/type1/burstabuse.rst

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.. index:: Exploit; Burst abuse is fixed
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===========
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Burst Abuse
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===========
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If a unit with a multiple burst weapon (:tag:`Burst` > :value:`1`) destroys its
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target or is assigned a new target before it has fired all shots, the game
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resets the burst counter, but does not also restart reloading. The result is
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that the unit can attack the next target immediately, with a fresh set of
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bursts.
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Given that the delay between bursts is usually shorter than the reload time,
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this gives an unfair advantage. Given that manually changing targets or issuing
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a Stop command also resets the burst counter, this can be exploited.
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:game:`Ares` fixes this by not resetting the burst counter.
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.. note:: This might be changed in the future to also restart reloading.
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.. versionadded:: 3.0
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.. index:: Behavior; Anti-air units like IFVs will not chase aircraft in Guard
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==============================================
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Units in Guard Mission Will not Chase Aircraft
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==============================================
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Units in Guard mission might leave their position to chase after enemy aircraft.
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The IFV of the vanilla game is notorious for this kind of behavior, breaking
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formation and leaving the area it should defend against air attacks undefended,
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often easily lured into an ambush itself.
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This behavior is fixed in :game:`Ares` and units on Guard mission will no longer
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leave their position to pursue aircraft when the aircraft goes out of range.
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Mind that this fix only applies to Guard missions, not Area Guard missions.
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.. versionadded:: 3.0

bugfixes/type1/infantrydeploy.rst

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.. index:: Glitches; Infantry jamming when using area attack
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======================
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Infantry Deploy Glitch
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======================
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Under certain circumstances, :tag:`Deployer=yes` infantry units with an
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:tag:`UndeployDelay` greater than or equal to zero get jammed. This for instance
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made the Yuri Clone helplessly hover in air for half a minute after using its
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Area Fire deploy attack.
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Due to a hole in the state machine for that mission, the game would fall back to
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what appears to be the default handling to make such holes obvious. :game:`Ares`
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plugs that hole.
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.. versionadded:: 3.0

bugfixes/type2/freeunit.rst

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.. index:: Free Unit; Support for units other than Harvesters
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=========================
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Free Unit Initial Mission
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=========================
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Refinieries usually come with free Harvester units, which are automatically
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assigned the Harvest mission. The game does the latter even if the Free Unit is
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no Harvester.
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:game:`Ares` sets non-Harvesters on an Area Guard mission.
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.. versionadded:: 3.0

bugfixes/type2/toolongidnames.rst

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.. index:: Debugging; Warning if a too long ID is used
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==================================
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Warning When a Too Long ID is Used
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==================================
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If the game tries to instantiate a type with an ID longer than 24 characters,
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:game:`Ares` will show a dialog pointing out the ID used. This happens if a type
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list includes a too long ID directly, or for example, if the game automatically
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adds a too long type ID it encountered to the list while parsing an INI section.
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This always indicates a bug, and this always is a bug present in a modded INI
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or map file.
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.. note:: This feature does not catch too long IDs present in INI sections that
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are not automatically added to the type list while parsing. Searching for the
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exact ID will just fail. Only if the tag is read by :game:`Ares`, a warning
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will be emitted in the debug log.
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.. versionadded:: 3.0

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