SamuKata
roadtovostok
roadtovostok

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Dev Build - AI Overhaul (Phase 1)

Download link

https://drive.google.com/file/d/1EfnpohYN9MsVXTZWAm4WYGSO4djDQcKt/view?usp=sharing

How to play?

IMPORTANT!

1. Development builds usually contain new features that might not be compatible with existing save files. Starting a new game will make sure that everything works correctly.

2. Development builds uses same save file hierarchy as Public Demos, these builds will override existing save files.

3. Development builds are not optimized as Public Demos, rendering performance may be worse and there might be minor stutters.

General info

1. Development builds are not designed for public, do not share files or download links.

2. You can record and publish content (images/videos) from these development builds.

3. Feel free to leave comments and feedback in this post.

What's new?

Nice to know

Feedback topics

Comments

First impressions: - Game runs like clockwork, no framedrops, stutters or crashes. - Ai is still littlebit easy, but definetly more challenging than before. Noticed few things with ai behaviour: 1: Sometimes ai engages fullauto rush way too far (across the street near the tents when you are across the street in a house) 2: If ai is far enough, it taking fire makes it a deer in a headlights, rather than haulin ass to cover. 3: It was nice to see an enemy equipped with Mosin surprised way too close to comfort, fire a shot and retreat. Ai's ambushes are more deadly than before, but an ambush indoors should be more intense with autofire or more active singlefire. And it would nice to see ai to react more actively when taking fire, or having visual contact. Testing continues! Rig specs: 5800x3d/6800XT/32Gb3600mhz

Esko

Some actual testing feedback after some time in the village: 1. I did not notice any performance issues. 2. Bandits are sufficiently challenging to fight, (3.) but they do seem somewhat blind/deaf at times when guarding an area or being in an ambush position. In combat they behave really well aside when charging. Really the only major gripe I have with the Ai is the charging, and how ammo conservation ties to it. It's a really inhuman, suicidal move. If the Ai doesn't pull off the kill while they run at you blasting on full auto, they will die. I would way rather have the Ai fire controlled suppressive bursts while moving to a cover nearby. Also since they don't seem to have to reload, they have nothing to worry about when coming at you at full blast. 4. The ambush mechanic can create nice surprises, and finally gives a reason to carefully clear buildings. Sometimes they choose weird spots where you see half of them before you see them, or their weapon might stick through a wall, but otherwise really nice. I also really like how they transition from evade to ambush, feels really exciting hunting one down especially if they manage to join another Ai in a given building.

Mello' Mike

- new cartridge boxes look great and the caliber specificity adds a new level to looting and weapon selection - first time hearing AI auto fire scared the bejesus outta me - AI charging to a point blank range feels bit robotic. i get it though.. they're unable to select a safer firing position - AI behavior varies nicely. You never know how bad a day they're having - large erratic blocks give variation to terrain and cover. their huge amount doesn't feel realistic

Olli Ruohomäki

Thanks for the clarification, makes perfect sense!

Mello' Mike

Thanks for the feedback! Yea, the next demo should represent the game ideology as close as possible (meaning loot gets better towards east, AI gets harder), so I will try to find time to make those new item types so I have enough variation for proper loot tables.

Road to Vostok

Did 2 runs so far. AI feels great so far. The difficulty is perfect. i think right now there is not enough defensive from the AI. They felt a little bit too aggressiv. I will test more later / tmwr 3 little things: - Spawn: i think spawning only a few Enemies till you leave the map (or even on a timer) feels much better. It made me think if there are still spawns left and i started to hear and see things where nobody was. Also it was very intense to really hear steps. It would be awesome when you keep that by. Maybe 16 Spawns since the Maps will be bigger. - Loot: Will you balance the Loot till the next Demo? I think that would give a lot to the immsersion. - It would be nice if Ammo Stacks automatically if you put it from one Container into another. No FPS drops btw.

SavRoyale

I have found another bug/issue. When an AI is set to the ambush behavior, their attention is fixed COMPLETELY on a door or corner. I found an AI in the ambush mode through a window. I jumped and sprinted around him to see if he would take his eyes off the door and he did not. He only turned around when I fired my weapon.

Infinity

Those lights are actually part of this upcoming "Dynamic game time" thing where the game world will control some of the map elements like lights, meaning when it's day, most of the lights are turned off etc.

Road to Vostok

Have been playing against the Ai for about an hour. They seem to be working really well, I only had one instance where after about 6 enemies killed I could not get more to spawn. One weird issue unrelated to Ai, the wall lights in the corridor up to the shelter, and most of the ones at the trader somehow don't work when I play from this executable.

Mello' Mike

No FPS drops, AI is significantly unpredictable but still within reason in terms of difficulty, it's really scary and cool when they take me by surprise, I had a guy in the forest just sprint at me like a maniac and it spooked me, lol. The ambushing AI keep me on my toes when I'm clearing rooms. The overall AI behavior is clearly different from previous builds, I feel so much more compelled to move discreetly and with purpose instead of just sprinting everywhere and giving away my position to sneaky bandits. Really amazing work, this AI upgrade alone makes the game so much more engaging and re-playable. As a side note, you may already have this in mind for later, but I wanted to mention that while it is currently very nice and comfortable, I think even a very small time delay for looting might be necessary at some point because right now it's incredibly easy to kill a bandit in the open, sprint up to their body, vacuum their loot in like 0.5 seconds and run away to safety with minimal risk. I think seeing a dead body out in an open field shouldn't always translate to "risk-free easy loot" for the player. Just some personal thoughts, superb work as always! :)

Fonzi

Thanks for the feedback! I agree that the group alert happens too easily.

Road to Vostok

I have done a few different runs and I am extremely pleased with the new AI :) They are not too difficult but they definitely feel like way more of a threat now especially with the new automatic weapon bursts. I only encountered one bug. An AI getting stuck in the sprint animation on a tree. I only have one "complaint". It is very difficult to see AI in the group activity during the day. I poke my head around cover by the smallest amount and they spot me from almost completely across the map. Other than that, the AI are close to perfect in my opinion :)

Infinity

I see. Sounds good!

Antton Eskola

Yea it will definitely need multiple runs to see all the new stuff, since some runs might be fairly calm / static and some totally chaotic.

Road to Vostok

Did a couple runs and the new AI is day and night. Excited to test some more later.

Orion

This dev build is purely for testing the AI, so no new Trader mechanics are not included in this build. That resupply will be linked to "Dynamic World" update which will control the weather, time of day, loot and traders related to the game time.

Road to Vostok

Downloaded it before going out and tested for a couple min. Resupply wont resupply with the timer on trader

Antton Eskola

Oh man what a pleasant surprise! :D I'll be testing it out later tonight

Antton Eskola

Thank you so much, I've been dying to try it out!

Lando


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