3/7/23
This week we implemented the AI power and ability tactics system we discussed recently as well as general mechanics for AI using abilities in combat. This covers all sorts of situational use of different powers, different modes like sustained powers that need to start and end, or powers that need a charge up time that could be cancelled if it turns out to be a bad idea. It also works with several abilities and powers for the AI to choose from, balancing overall ability use with general combat.
The system makes it very easy for us to add more powers or abilities and describe how they should be used. There are some rare exceptions where some higher level strategy may be required, but even then what we have now will come into play. Honestly we're not, at least for the time being, looking at AI making optimal use of every single power in the game anyway.
We've also expanded our tools so we can easily assign abilities and powers to individual characters. We could have mostly used the existing thaumaturgy UI, but it doesn't really make sense to develop the in game UIs for domains the player can't use just yet, there's currently no way for creatures with innate abilities to be playable and it just makes more sense to have a more streamlined development UI.
We've been testing AI with a variety of powers and it all seems to be working quite well, though of course we'll get lots of feedback over time and will improve things and make adjustments. However, by introducing new mechanics to combat we're already noticing some general AI tactical shortcomings, like not capitalising on knockdowns properly, not using movement correctly for faster repositioning when appropriate etc. These things seem particularly important now, but they are general AI improvements that are not strictly tied to special abilities.
While this work continues it's giving the level design guys time to go over updated content that we've had a little time to review and test internally. We're also making some initial improvements to how characters negotiate stairs and obstacles and solving a few specific interaction and other issues with verticality and layering supported by the new engine features, which are being used in some of the new content.
Have a great week!
-the BM team