Update: Enemy AI changes and balancing
Todays smaller update brings many changes to AI, including:
Much higher reload times for all enemies
A more unified script system for enemy AI
Several performance improvements
Enemies now don't chase you so closely or well, and will give up and start patrolling again if they get too far away from you, or if they get to where they last thought you were and can't see you.
I'm really excited for what the next couple days have in store!
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