Posted by: Join2
« on: 24. October 2024, 07:38:43 »Featurelist is massive now and the mod is coming along very nicely.
Take for example the enemy AI section:
Gentlemen of upstanding taste may spot a couple of stealth-related features from GMDX in there. Generally the AI is pretty good though, so I don't need to do too much and will be unlikely to do more than this.
Take for example the enemy AI section:
ARTIFICIAL INTELLIGENCE:
-Some dogs will immediately attack on sight rather than standing their ground barking.
-Stone-throwing Savages will sometimes throw stones twice in a row.
-Banshee teleporting is extended to let them teleport over furniture barricades, through locked doors and more.
-After losing sight of the player, sometimes enemies will start walking in the direction of your last known position for a moment before giving up.
-Mushroom men's explosion sprays poison spores in a small radius. Keep some antidotes handy if exploring mushroom forests.
-The swamper now does its jump attack on land, but like most of its land actions, is less effective than when used in water.
-A banshee's screech will completely drain your stamina if you're very close.
-Enemies that can open doors may sometimes open them aggressively with force.
-Enemies are very slightly more persistent in chasing you.
-Swampers can now jump through windows and attack barricades. Especially relevant for their new nighttime presence.
-Slight extra diversity to enemy attack intervals.
-If an enemy spots you but you back off before they become aggressive, they may come search in the area they spotted you.
-1 in 5 savages will attack immediately on sight instead of punching the floor etc as a warning.
-Enemies will give up attempting to break through barricades slightly less often, and will enter seeking your general location more often after having destroyed a barricade.
-Dogs are a little more vicious in attack frequency (note: not Mutated Dogs).
-Enemies will pause for reduced periods of time during their wandering and patrols, generally being a little more mobile.
-More stone-throwing savages will engage in "hit & run" tactics, and this behaviour now has more diversity to it.
-Pigs have slightly increased movement speed.
-Once spawned, floor gore will not stop attacking the player until they are INSIDE the hideout. This is a compromise to the nerfed floor gore in the latest version of Darkwood.
-Human spiders are overhauled in a number of ways, but most notably they are a lot more aggressive at range, throwing projectiles more frequently.
-Horned savages (fist-fighters) have slightly increased dodge rate (40% -> 50%).
-Deterred an AI-abusing glitch in hideout 2.
-Dogs have slightly better vision range.
-Stone-throwing Savages and Human Spiders throw their projectiles slightly further and faster.
-Swampers have increased health & +50% melee attack damage (it was pitifully low).
-After losing sight of the player, enemies will stand around waiting for a reduced and semi-random period of time.
-Enemies now sometimes react to the death cries of other creatures nearby and come investigate.
-Dogs have slightly increased sniff range.
-Stick savage's overhead slam attack deals less damage, but he recovers from the attack a little faster leaving him less vulnerable to punishment.
-Certain Centipede animations have been increased in speed to bring them closer to their threat level in prior versions of Darkwood.
-Elk Rotate slightly faster to fix their broken AI.
Gentlemen of upstanding taste may spot a couple of stealth-related features from GMDX in there. Generally the AI is pretty good though, so I don't need to do too much and will be unlikely to do more than this.