Major AI and logic update. In this update I tried to close all the problems regarding the work behind the scenes that you do not see, but the old systems created a lot of problems with the logic of traders. So, what's new...
Download Post
https://www.patreon.com/posts/release-0-6-3-0-111143999
Systems:

AI Route: new route system. Now AI can perform tasks attached to a specific route point, such as playing an animation, or waiting, and also change it dynamically.
Services:
Threat Search Service: Searches for potential threats based on a condition. The search is performed on all characters that the AI sees or remembers, so they will choose a target depending on who they saw or heard the last time. The advantage of this service is that it determines the target from the entire list of stimuli, so if they interrupt another task during the first one, they will return to it later.
Behavior Executor Service: Automatically sets a character as an executor at the beginning of work on a task and also removes it after completion. This brings a little order to the work of the AI, now the character interrupts its behavior (for example, tie up a player) if someone else is performing a similar task. This eliminates the mixing of behavior of several AIs, as well as the breakdown of their logic.
AI Dynamic Relationship: Adjusts the priority of the AI in relation to the game character based on a real-time condition. Now the feeling icons above the AI's head will be colored yellow if the AI has noticed you, but you do not pose a threat at the moment, and red if you pose a threat and the AI intends to attack.
AI Item Preferences: Now AI can set their own preferences when tying up. For example, if the task is to put on a gag, then it will choose a random item from the list of gags that it prefers.
Optimization:
AI Subordinate: The component records stimuli and the character who caused them. The component has replaced the old threat recognition system and works much faster.

Trader behavior:
Due to changes in the AI route system, additional tasks have been added that traders will perform while on patrol. For example, a trader may pause to approach a table and craft items, check if captives are tied up securely, check equipment, or search a chest. This adds more variability to their behavior and also provides additional windows for attack.
Traders can now have multiple routes that they can use. Routes change dynamically in real time after the patrol time has expired.
Traders will sound an alarm if you have disappeared from their sight and they have failed to find you. In the event of an alarm, all AI on the scene will check checkpoints where the player is likely to be hiding. The time that the alarm lasts is indicated on the main panel. If you managed to avoid capture during the alarm, the traders will return to basic tasks.
Increased downtime timings at AI route points. Now they use random long animations instead of standing still.

Traders can now use a leash. If there is a hook on the wall nearby, the trader will choose a random one, then take you to it and tie you up. Then the trader returns to basic tasks.
If the trader cannot determine the position of the hook to tie you up, he will switch to classic bondage. It still works on the principle of increasing the level. If the character has reached the maximum level, he will be placed in prison.
Also, traders will not be able to use a leash if you are lying on the ground or in any position except standing. This will be finalized later.

Slave Behavior:
Slaves can now free other slaves in line of sight.
Slaves can now free a player character or non-player agent in line of sight.
Slaves will interrupt someone's freeing if a threat or player appears in their line of sight.
Slaves now have identical behavior to slavers when bound. They can attempt to free themselves, but with a much longer timeout.
Added contextual animations when slaves are idle or see a threat.
General Behavior:

All NPCs on a leash may begin to struggle if the leash master or leash chain leader is inactive.
When attempting to free themselves, NPCs will randomly choose to sit on their butt to untie their legs, or go prone and then kneel if their legs are still bound.
Experimental features:
Added generation of collision events. Now when several characters collide with each other - they automatically try to move away in opposite directions, this will presumably reduce the risk of getting stuck because of other characters. For slaves and game characters, events are generated constantly, for slavers - only when they are tied.
Added a switch to hide all GUI elements in the photo mode.
Added a modifier for the consumption of the bondage item state. For a game character it is 1f (by default), for traders 0.5f, for slaves 0.25f
Improvements:
Added a "Take all items" button to the storage widget.
Traders can use gloves.
Added modifiers to the navigation mesh in places where AI got stuck most often.
Removed collision from dynamic debris constructors (stones, small blocks, bricks, construction waste).
Fixes:
Fixed being attacked again in prison immediately after being arrested.
Fixed a bug where your items would disappear from your chest if you were imprisoned.
Removed messages about returned items from NPCs in the notification panel.
Fixed navigation in widgets related to scene storage.
Fixed dungeon-related sound classes, now their volume is consistent with the settings.
Fixed overlapping glasses on your head if you put on a headband or hood.
Fixed overlapping hair if you use a hood.
Fixed the darkening effect when using multiple items at once that block your view.
Fafa39
2024-09-01 04:51:33 +0000 UTC