Devlog #5: AI and game difficulty

Nemire

You are the Undead. Nemire is turn based tactical RPG in which you are an immortal warlord controlling a squad of undead in a medieval fantasy world. You slay, crush, burn and poison filthy humans for their souls to infuse your squad with new powers and advance for total annihilation.

Happy New Year! This Devlog comes much sooner as I was able to put in a significant amount of time during the holiday period. I'm making sure that most important systems are working the way I imagined them to work. [h3]Mission difficulty[/h3] Doing missions under a mission cluster increases human preparedness for that cluster which in turn increases the difficulty and further unlocks next clusters. This will now work together with a new system to select the right enemy units for the difficulty, human preparedness level and time. For those who played the test version - the game will be slightly more challenging. [h3]AI[/h3] Implemented a few different ways an enemy can choose a target. This will allow for hardcoding certain behavior for specific units. Additionally it can be changed in runtime, meaning that enemy target priorities can shift by a trigger event. Positioning is also something AI will consider. It works the same way as choosing a target. Some enemies, for example: human archer will always seek cover and will not overextend. I'm very happy how these systems turned out - it will help to give personality and function to units with very specific goals and strategies. [h3]What's next[/h3] Next comes boss fights, more on that in the next Devlog most probably.