Devlog #5: AI and game difficulty

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.