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Development update - January 8, 2024

🕑 Added 2024-01-08 04:51:54 +0000 UTC

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UnrealCrash

Mostly outdated due to conversion of event types, for example grabbing is not a one-time event but instead it is a grab key hold state which is now transferred as part of held keys snapshot. That is done since grab keypress doesn't really affects anything, but holding does. Since game now syncs the key tap counters for one-time events - it made sense to remove the ones that are not needed to save on outgoing traffic. Previously, the nature of sending one-time events out of sync would damage player behavior consistency in multiplayer mode when high packet loss was happening. Thanks to this change the previously recorded case of 90% packet loss is not even remotely as bad now.

about removing outdated events, what kind of events were they?

UnrealCrash

> Hey Eric! Hope you had a great New Year and Christmas. I definitely did! It was good enough for me ^ > As usual, I'll be dropping a few questions for you. > First of all love the new hints. The new designs for the different types of hints are really good in my eyes. > Loving the new conversations that appear above the characters. Previously you had to set it by color and hope people knew who was talking but now you can easily just connect it to a specific character. > Maybe even consider adding small gestures for when a character is meant to speak? Head nod or hand movement etc. Something small could serve as feedback in a cutscene for example. There is definitely tools for that, will consider once it gets closer to players talking. Could probably be added to players chatting too though. > The Squad commands is a feature I did not expect to see even when it was obvious haha. I love how simple it is to use and how effective your teammates can be when following them. > Definitely gonna make AI Teammates a lot better compared to what they were before and may even open up for some complex missions that use them. > As for my last question. Will it be possible to potentially designate what weapon combos AI can use in a gunfight? Such as asking them to only use the railgun at longer ranges and swap to the shotgun at close range? So far they calculate damage they would deal using each of weapons in their arsenal minus time it will take to swap to other weapon if it is not active, quite interesting stuff. Though I believe it is easy to add the possibility to specify weapon priority multipliers too, I've added it to to-do list. > Might wonder why I would be asking for something like that and the reason is to create interesting enemies that use specific combos that the player would need to be aware of to avoid. Like for example randomly shooting a Level 3 rocket launcher when the player is in view. Yes, that could add personality traits to AIs. It seems like it will be used for campaign heroes as well, removes the chance of AI teammates doing something very not smart too (like BNG usage, for example they tend to do that when dying and there is a chance to deal a lot of damage to enemies while damage to teammates will be too small). > Might be a little too specific but since I care a lot about how AI behaves and fights in certain situations and how I like making bosses with special behavior I figured I'd ask if this is something that could be considered. For sure ^ > That's all I got for you this time Eric. 2024 is already off to a great start :D ^^

AnarchE

First post on the New Year, another fantastic update from the man himself. I'm loving each one of these updates. The squad commands feature is my favorite so far in this post. There is so much potential with this one alone, but all are good. Keep up the great work.

Lumari Dev

Looks awesome! Great progress, keep it up!

Patty

Hey Eric! Hope you had a great New Year and Christmas. I definitely did! As usual, I'll be dropping a few questions for you. First of all love the new hints. The new designs for the different types of hints are really good in my eyes. Loving the new conversations that appear above the characters. Previously you had to set it by color and hope people knew who was talking but now you can easily just connect it to a specific character. Maybe even consider adding small gestures for when a character is meant to speak? Head nod or hand movement etc. Something small could serve as feedback in a cutscene for example. The Squad commands is a feature I did not expect to see even when it was obvious haha. I love how simple it is to use and how effective your teammates can be when following them. Definitely gonna make AI Teammates a lot better compared to what they were before and may even open up for some complex missions that use them. As for my last question. Will it be possible to potentially designate what weapon combos AI can use in a gunfight? Such as asking them to only use the railgun at longer ranges and swap to the shotgun at close range? Might wonder why I would be asking for something like that and the reason is to create interesting enemies that use specific combos that the player would need to be aware of to avoid. Like for example randomly shooting a Level 3 rocket launcher when the player is in view. Might be a little too specific but since I care a lot about how AI behaves and fights in certain situations and how I like making bosses with special behavior I figured I'd ask if this is something that could be considered. That's all I got for you this time Eric. 2024 is already off to a great start :D

Misha

Looks awesome!! Can't wait to play PB 2.5/3. Looks better with every dev vlog. Keep it up.


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