Patch Notes - Enemy Movement, Ranged AI, and Run Timing Fixes
Last Night's Fixes
- Enemy Movement Defaults - Enemy movement now defaults more consistently to NavMesh-driven behavior, improving navigation around level geometry.
- Enemy LOD Improvements - Enemy simulation tiers were tuned so distant enemies cost less while active threats stay responsive.
- Improved Enemy Traversal - Enemy jump and traversal behavior was improved for cleaner pathing.
- Survival Spawn Tuning - Survival spawning and enemy behavior tuning were adjusted for smoother pacing.
- Reward Machine Polish - Reward machine UI and reward eligibility handling received fixes and polish.
- Mission Setup Polish - Mission setup UI presentation received additional cleanup.
Today's Gameplay Improvements
- Ranged Enemy Fire Lanes - Ranged enemies now check for clear firing lanes before shooting, reducing cases where they fire through other enemies.
- Smarter Ranged Positioning - Ranged enemies now reposition when their shot is blocked or they are too tightly packed.
- Improved Enemy Spacing - Ranged enemies now try to maintain better spacing before volley attacks.
- Faster Enemy Turning - Enemy turn speed was increased so enemies face targets more responsively.
- Improved Enemy AI Ticking - Enemy AI update timing was tuned to keep combat responsive while reducing unnecessary work from distant or lower-priority enemies.
Fixes
- Fixed ranged enemies starting or continuing volleys when another enemy is blocking the shot.
- Fixed ranged enemies failing to recover cleanly when their target or firing lane became invalid.
- Fixed run timer behavior so paused gameplay and spawn pauses no longer keep advancing run elapsed time.
- Fixed wave timeline elapsed-time syncing so clients have a more accurate view of mission timing.
- Improved enemy simulation tier handling so enemies no longer fall into an overly dormant state while active player targets exist.
- Improved reward-machine and profile refresh behavior after progression changes.
UI & Polish
- Cleaned up the settings menu by removing a graphics option that no longer fit the current settings flow.
- Improved character select and UI input handling around pointer visibility and local input state.