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Long time no see! We've had a huge break from writing news, but the game development didn't stop even for a moment in that time. Actually, there's been a lot of exciting things happening behind the scenes.
Anyway, today it's time to talk about Pathfinding in Liquidation.
There've been some significant updates recently, and it's time to share them with the community!
To start the topic, here's a dev view of how buildings can now look on the pathfinding grid in Liquidation:
It's important to note that before this round of changes, the buildings were simple rectangles on the pathfinding grid. Now, the shapes on the grid match the actual buildings much better.
The consequence of them being simple rectangles was as simple as the following picture present. The units weren't able to sneak through corners. But now, after the change - they can.
That also means Dominus can finally walk between the two buildings and deal decisive blows to anyone who dares to oppose the Twilight Crusade!
Now that we've got that out of the way - let's move on to the meat of this news post.
You might remember from the news about Corrupt Nether Environment that idle avoidance response got improved in Liquidation. That was another one of the steps towards what's shown below.
Using other avoidance behaviors, Local Avoidance introduction improved unit behavior around buildings.
After that, and a few updates later, we've arrived at the results you can inspect on the video here:
The Corruption raids a Twilight Crusade outpost, who's going to win this battle? Will it influence the war efforts?
[previewyoutube=nauYBTG7YiM;full][/previewyoutube]
Please share your thoughts!
Maybe you want to ask a question about the Corruption appearance in this news post? Ask away!
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If you want to get news firsthand and/or want to participate in building the Liquidation community - come join us on Discord! Feel free to drop by to chat about the game too!
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