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[previewyoutube=5LZxYu3t6uo;full][/previewyoutube] Initially, we built Companion Combat without too much focus on the combat AI, knowing full well that it would be a massive task to code and having most of the combat features locked before we do so would make it overall a more efficient undertaking. Thus, vanilla Companion Combat AI was 'equipped' with nothing more but brute force, running thousands of random choices without any direction that were then evaluated in the back end by a not-too-sophisticated point system spiced up with a dash of random generation aiming to make the AI choose sub-optimal scenarios too from time to time. Otherwise it would have been much too strong. That unfortunately had its share of drawbacks. It was either extremely slow (too many iterations) or dumb (not enough iterations). After some tuning, we went for the middle ground with a rather slow and occasionally irrational setting. Truth be told, it felt awkward every time we saw someone stream the game like that and initially planned to return to it earlier but our players felt more concerned about other areas of the game, so we moved it behind other open-world features on our priority list. Now that the first open-world region is in the hands of our backers and patron testers, we finally got around to improve AI, too. First Objective: Increase Speed We introduced a number of new attributes for all characters to drive their behavior, such as:
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