It was another light week due to other commitments. I focused on making enemies smarter. It’s been challenging; it seems like the more rules I add, the more rules I need. But, it’s been rewarding too. Before improving the enemy AI, combat was repetitive. The optimal strategy of luring enemies to an open door and destroying them one-by-one in a terrain-disadvantaged cell could be used most of the time. Now combat requires more varied tactics depending on the situation.
Enemy AI Improvements
- Enemies now use healing items when health is low.
- Enemies now flee when health is low and they have no healing items.
- Enemies now attack when health is low and they have no healing items and are unable to flee.
- Enemies now prefer cells containing terrain advantages when fighting the player.
Bug Fixes
Fixed annoying issues with bone piles that animate into skeletons when the player approaches. One bug ate up too much time because it required following complex event handling.
Next week, I’ll more thoroughly test the enemy AI improvements and refine as needed.

