AI rework and holidays!
Even with the holiday season upon us, we’ve been pretty busy recently.
We redid a lot of the core workings of the AI to make it more flexible, more easily moddable and smarter.
Without getting into too many details, the AI should now favor the best course of action amongst all the things it could do, whereas before it would only look through a specific “set of things” (like “doing damage”) before even considering other options (like “buffing allies”).
The new AI uses weights for all these “sets of things”, so the big melee fighters will still favor “kicking your face in” over “healing teammates” in general. But now, if it could land a 5-men Haste somehow, it might just do that rather than auto-attack your Knight.
There’s also a system for specific weights for individual abilities to insure a lot of control over the behavior of the AI. And all of those can be used by modders too.
We’ve also been working on finishing adding all the story cutscenes to the game and started on the new “optional character events”. Those are coming along nicely and we think we should be done with them in about 2 weeks time.
On the art front, we’re working on finishing all the missing visuals and sounds and while we haven’t added that many to the build this week, we have a bunch of new ones getting added, including this cute little guy:
And here’s a new spell still in the works, but that should be ready soon:
Get Fell Seal: Arbiter's Mark - Demo
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