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project paradox playtestEventsPatch Notes - Enemy Movement, Ranged AI, and Run Timing Fixes
Game update

Patch Notes - Enemy Movement, Ranged AI, and Run Timing Fixes

project paradox playtest · published 8 Jul 2026, 18:14 UTC

All eventsPlayers around this dateRead on Steam

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.
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