Affliction,
You're afflicted now,
No longer in control,
No chance to stop it,
It's already taken hold...
Hey everyone! Here is the next major update for the game!
This update was supposed to be coupled with the release of Chapter 4, but the mapping is taking a little longer than planned, but that should be out within the next 2 weeks.
For now, here is the complete AI overhaul!
The AI in Affliction wasn't anything special... Now, that is no longer the case. Each aspect has been drastically improved and updated. Now, it's a fight! The AI wil be much more challenging and difficult to take down. They'll flank, evade, hunt, patrol, and do whatever it takes to bring down their prey.
Do you have what it takes?
Update 1.6 [AI Overhaul] Change Log:
Bug Fixes:
-Fixed a bug with nearly all special enemies freezing if they took damage while roaring/preparing to attack
-Fixed pathfinding bugs
-Fixed bugs with enemy damage range (enemies would do no damage if the player simply moved about a centimeter backwards while the npc was attacking)
-Fixed bugs with enemies automatically knowing the player location
-Fixed bugs with enemy attack/alert sound effects
-Various general fixes & improvements to code
Changes & Additions:
-Added "flicker" effect to flashlight when it dies
-Added constant pathfinding for the AI
-Added "unstuck" system so AI will continuously try to get themselves unstuck if they become stuck
-Tweaked AI shooting/target acquisition algorithm
-Added "personal bubbles" around the AI to avoid player/NPC physics getting tangled
-Revamped stealth mechanics with the AI reactions
-Added damage range increments to all AI
-Added "constant aggression" system to make the AI much more reactive in combat (before, they would lose track of the player and simply return to their idle state like nothing ever happened)
-Added "encounter" system to give the AI an area of influence where they will actively hunt the player
-Added "hunt" system so the AI now properly hunts the player in their environment if an encounter is triggered
-Added timers to all AI to make them more dynamic while in combat
-Added health increments for "flinching" for enemies (before they would just flinch every single time they took damage and that made them very easy to control and kill)
-Headshot damage calculation revamp
-Balanced some sound volume levels
-Adjusted some AI animations
-Improved AI (human gun wielding) enemy melee handling
-Added new documents to the Archives DLC
Chapter 4 will be released very soon! In the meantime, enjoy this AI overhaul!
Stay tuned for further updates and news in the future!
-Corrosion ːCStudiosː
