Zetheros
Developer
Hey Exanimates,
Madoc had a lot going on this week besides work so we're a little behind, but still making progress. The new AI framework is more or less complete now, but we're still going through some improvements and additions from the previous system. We're now essentially describing what new things like force powers are to AI so it can make its own decisions on how to react. Golems have an all new process for their unique behaviour which was previously quite incomplete. We have also discovered and fixed some issues with AI that explain some problems players have reported.
We tried to take a mostly "if it ain't broke don't fix it" approach with the AI, a lot of interactions work well as result of carefully tuning how AI responds to little many things and we don't want to break that delicate balance. Due to the nature of the system this isn't always possible, any small change or addition can shift that balance, and we've got some broader changes in reserve. It's quite likely that before the update proper we'll want to do some test builds for this and other general changes to the game. Some of the more focused testing we've done recently was very useful.
We're already well into the force power specific side of this, though not all the powers are implemented yet and there will be differences. This was the main motivation for the changes right now, though we ended up addressing a lot more, present and future. We're also getting the UI art for force thaumaturgy finalised which is looking great.
Have a great week!
-the BM team
Madoc had a lot going on this week besides work so we're a little behind, but still making progress. The new AI framework is more or less complete now, but we're still going through some improvements and additions from the previous system. We're now essentially describing what new things like force powers are to AI so it can make its own decisions on how to react. Golems have an all new process for their unique behaviour which was previously quite incomplete. We have also discovered and fixed some issues with AI that explain some problems players have reported.
We tried to take a mostly "if it ain't broke don't fix it" approach with the AI, a lot of interactions work well as result of carefully tuning how AI responds to little many things and we don't want to break that delicate balance. Due to the nature of the system this isn't always possible, any small change or addition can shift that balance, and we've got some broader changes in reserve. It's quite likely that before the update proper we'll want to do some test builds for this and other general changes to the game. Some of the more focused testing we've done recently was very useful.
We're already well into the force power specific side of this, though not all the powers are implemented yet and there will be differences. This was the main motivation for the changes right now, though we ended up addressing a lot more, present and future. We're also getting the UI art for force thaumaturgy finalised which is looking great.
Have a great week!
-the BM team