Short week due to holiday/vacation.
Improved Enemy AI
Intelligent enemies (not all enemies) no longer move onto combat-disadvantaged cells that are adjacent to the player, preventing the player from luring enemies into a doorway. I wrote out more ideas for AI improvements but I’m still deciding the best way to implement them. I also simplified the AI state, removing the awareness state data because the information can be obtained from enemy memories.
Updated Unity and packages
I updated Legend to the latest version of Unity and updated packages too. No code changes were required. There may be a problem with audio after the FMOD upgrade. I’ll look into this next week.
Bug Fixes and Improvements
- More starting room types.
- Animated bone piles no longer show inactive status icons.
- When no damage is caused because of immunity, “(Immune)” appears in the floating damage text.
- Added the ability to kill previously existing entities during history generation to enable new scenario types such as skeletons recently overrunning a bandit hideout.
- Fixed rubble sprite issues on the game map and minimap.
- A few crashes/exceptions.
Next week, I’ll work on AI more.

