Posted on December 07, 2018 by Shibusuke
We’re hard at work on Chapter 2, so I wanted to take a quick moment to update you on our progress and to give you a small preview of what’s coming.
First, a recap: after Omar pulled ahead of Zem during the last few days of Chapter 1’s influence period, the current standing among the faction leaders is:
You can read the full recap here!
With Azura ascendant and her ally Sohrab left vulnerable, what does that spell for the city? Thanks to you, the old alliances are crumbling, but what will take their place is in its infancy. This tumultuous situation will be felt throughout the city in Chapter 2.
In terms of our progress, we recently locked the script for Chapter 2 (it’s quite meaty, especially when you consider having all five factions in there) and are preparing to get everything hooked up and tested.
At the same time as we’ve been updating the AI, we’ve... Read more
Posted on November 09, 2018 by Shibusuke
We’re happy to announce that Patch 1.05, which contains our updated enemy AI, is now ready for you to play! The AI in this updates is much more clever and aggressive than the previous iteration, which should make combat much more lively and engaging.
Enemies are more aggressive in their movement and usage of combos.
Enemies are better at picking out vulnerable targets and hitting them with clever combos. This speeds up combat and makes timing and use of defensive abilities much more critical, especially on higher difficulties. They may also pursue vulnerable targets if the target tries to run.
Enemies have under-the-hood “personality traits.” Each class has a base set of preferences (prefers being aggressive / defensive / using support abilities, etc.), and these can vary across individual units.
Enemies now have a better... Read more
Posted on September 28, 2018 by Shibusuke
We’re working on the first big patch for City of the Shroud while Moira writes Chapter 2, so I wanted to take some time to go over what’s coming:
- The AI is getting an overhaul to make it more interesting, more challenging, and to let it better highlight what makes CotS’ combat unique. When the new patch releases, enemy characters will:
- Enemies will be more aggressive in their movement and usage of combos. Enemies will be better at picking out vulnerable targets and hitting them with clever combos. This will speed up combat and make timing and anticipation much more critical.
- Personalities: enemies will have “personality traits.” Each class will have a base setup (prefers being aggressive / defensive / using support abilities, etc.), and these can vary across individual units.
- Ability-specific decision making: the classes in CotS are designed to be deep,... Read more