Exanima 0.8.2.5 - Beta Branch
New Combat AI
As you may know we've been putting some work into combat AI as it's critical to the core gameplay and entire arena game mode. The existing AI was too mechanical and exploitable, it could be beat by just repeating the same well practised action again and again, leading to boring, repetitive gameplay. We hoped to address this by layering alternating tactics on top of the current AI, but we quickly realised this wouldn't be enough, so we set about rebuilding the foundations.
The new combat AI has better prediction based on actual positions and movement of objects, not just some predefined rules. This makes it more robust, future proof, and less easy to exploit. The AI now observes and makes tactical decisions based on many factors instead of just reacting in the same way.
The core AI is all new, and while it should immediately feel smarter, more fun and engaging it will take some time and observation to tweak and refine it. Some aspects of the AI such as group behaviour and prioritising targets are separate and need their own treatment. We are not really looking to generally increase difficulty, but AI skill exists on a broad scale, and if we can make specific NPCs particularly challenging that is a useful thing. Either way give us your feedback and share your experiences so we can continue to improve it.
New Attack Motions
The often very big procedural greatswords had issues with sometimes hitting the ground or swinging weakly at weird angles. After various failed attempts, we decided to fix this with new dedicated attack motions, these giant swords are now held high and swung in a wide arc to give them proper momentum, much as they are in the real world for the same reasons.
Shields have also received new attack motions, specifically under the Ward skill. We felt that the attacks were weak and the shield positioning poor. We want to make further improvements to shield combat going forward.
We have also tentatively made some changes to thrusts across all weapons, in particular they should be smoother and faster to combo with other attacks.
Procedural Weapons
Huge drop of 13 new procedural weapons in this update, we're rapidly closing the gap to having all weapons in arena procedural. There's also been more improvements to the system and existing weapons, more and better deforms, stat modifier mechanics and material improvements.
Changelog for 0.8.2.5:
- Core combat AI overhaul
- New greatsword combat motions
- New shield combat motions
- 13 new procedural weapons:
- Spiked clubs
- Bardiches
- Halberds
- Two types of spiked maces
- Two handed spiked maces
- Simple battle axes
- Great axes
- Two handed battle axes
- Two handed war hammers
- Two handed swords
- Two handed flanged maces
- Cleavers
- More mechanics for stat modifiers on procedural weapons
- New weapon components and deformations
- Improvements to NPC outfit generation
- Reduced number of unskilled shield users
- Improved NPC skill selection
- Reduced number of shields found in trade
- Various fixes and tweaks
Thanks and have fun,
Bare Mettle