As far as I know the AI system has been completely ripped out and replaced with something better, removing the dependence on the underlying grid system to do pathfinding. I'm quite confident that it'll cure most of the zombie AI problems and quirks... probably replacing them with brand new problems and quirks in the process<snipped for space>
zombie AI to work properly( I will believe it when I see it), etc etc .
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I marked your words as halluzinations. Is that ok? :smile-new:I am more than sure we will get experimental in late May, early June. Mark my words!!!
Yeah, it works as a minimum effort tactic. Stores made of concrete will usually survive a horde night just fine too if you can find one, and many of them have an easy way to access the roof. I went through a phase where I did that when I would play nomad style. Wasn't worth setting up a base if I was only going to be in a town for a day or two.Ok, if it's a one story wooden house it may only survive one hoard night. But then there's always the one right next door.
I get your point, but the goal was absolute minimum effort...
The path generation is a completely new two stage system and works very differently, but the old system is still in there too. We can switch between them for now. Path following and AI are not new, but have been greatly overhauled. I'm sure there will be new issues to deal with.As far as I know the AI system has been completely ripped out and replaced with something better, removing the dependence on the underlying grid system to do pathfinding. I'm quite confident that it'll cure most of the zombie AI problems and quirks... probably replacing them with brand new problems and quirks in the process![]()
That really does surprise me. Without meaning to be offensive, even in a voxel game the idea of a pure A* variation in a three dimensional game is a bit... archaic... these days.The path generation is a completely new two stage system and works very differently, but the old system is still in there too. We can switch between them for now. Path following and AI are not new, but have been greatly overhauled. I'm sure there will be new issues to deal with.
That's what I do in Starvation to avoid the stupid sanity mechanic.Do people line the floor of their horde bases with these healing blocks?
Thats whats when a cup of coffee would come in handy.I could see a sleep system working IF implemented right (see project zomboid). I don't personally think this game needs it though. Yes it would add to "oh crap" moments of you start fatigue too far away from your base, but who would want to be forced to miss the blood moon because its nappy time and your toon is tired? Maybe adds a time management element? Still not 100% for it.
What do you mean about a two stage system?The path generation is a completely new two stage system and works very differently, but the old system is still in there too. We can switch between them for now. Path following and AI are not new, but have been greatly overhauled. I'm sure there will be new issues to deal with.
As it includes the old AI and a new AI, I'm guessing it will run on one of them until some event happens, or a timer ticks off then switch to the other until another event or timer occurs.What do you mean about a two stage system?
No. That's not it. The two stage system is completely new. Check out the post below.As it includes the old AI and a new AI, I'm guessing it will run on one of them until some event happens, or a timer ticks off then switch to the other until another event or timer occurs.
The path generation is a completely new two stage system and works very differently, but the old system is still in there too. We can switch between them for now. Path following and AI are not new, but have been greatly overhauled. I'm sure there will be new issues to deal with.
I see. There is the two stage and THEN there is also the old system! Thanks for the clarification and sorry I couldnt help you.No. That's not it. The two stage system is completely new. Check out the post below.
I guess what Faatal means that they didn't delete old system until new system is fully ready. They are testing/compare between two system and when new one is mature enough they will let go the old one. But for time being during development both system are part. There is no sense keeping both in public release. It is just development process."but the old system is still in there too."
No worry's.I see. There is the two stage and THEN there is also the old system! Thanks for the clarification and sorry I couldnt help you.
All true... Though take this scenario:Yeah, it works as a minimum effort tactic. Stores made of concrete will usually survive a horde night just fine too if you can find one, and many of them have an easy way to access the roof. I went through a phase where I did that when I would play nomad style. Wasn't worth setting up a base if I was only going to be in a town for a day or two.
If I have to guess, it is two stage as first is Path Finding, and second is detecting Player. These are two different part of AI they need in Zombie, Path finding can be just roaming around, and trying to reach a point in map. It should cover jumping, circling, stair climbing, finding nearest door, etc.Yeah but what is the new two stage system? I'm Hoping Faatal will give us a heads up.
My guess is that the first stage decides about a general path between zombie position and target location using a few straight lines. It makes sure that the zombie uses doors or other openings if available instead of going straight to the target.What do you mean about a two stage system?
Very good point. Could add an extra function to coffee. I wouldn't be mad if a good sleep system was implemented in SP, but I'm not knocking down TFP's door to try to make it happen.Thats whats when a cup of coffee would come in handy.
Navmesh was tried last year and found to be too slow. (that was not even taking into account the issues I said below)That really does surprise me. Without meaning to be offensive, even in a voxel game the idea of a pure A* variation in a three dimensional game is a bit... archaic... these days.
Are there any plans to switch to a navmesh? Perhaps when Unity adds navmesh support to the C# job system?