
Dev Log - Customization Hub + Combat AI Fixes
CUSTOMIZATION HUB
The old Asset Studio was a small sidebar panel. We've rebuilt it into a full-screen Customization Hub - three tabs, everything in one place.
Visuals - swap pawn heads and weapon sprites, same as before.
Sounds - two new categories:
Combat SFX - drop in your own gun sounds, melee impacts, anything. Add multiple files for the same sound and the game picks one at random each time it fires, so every shot sounds a little different.
Voice Lines - per-action voice clips. Every AI action in the game (about 65 unique actions - things like "Opening fire on a hostile," "Fleeing danger," "Negotiating a deal") now shows up as its own row with a plain-English description. Hit + Add next to any action, pick your audio file, done. Stack as many files as you want and they shuffle automatically.
Music & Ambience - already supported multiple files and pooling. Now surfaced in the new layout alongside everything else.
Packs work the same way - create one, import a zip someone shared, export yours to share. One small change: if you click + Add without a pack selected, the hub now auto-creates one called "My Pack" so you don't have to set one up before you can do anything.
Players who want a different feel - grittier guns, different cop voices, custom music - can drop files into a pack and apply it in under a minute with no modding knowledge. Packs are a single .zip you can share.
COMBAT AI
Police were stacking infinitely. If the target of a police mission couldn't be killed or arrested, the Director kept spawning new waves without retiring the old ones. Fixed - police missions now cap at 1 concurrent.
Police weren't fighting. Cops assigned to sweep/fight/respond missions were closing to arrest range instead of engaging from a distance like rival gangs do. Arrest missions and combat missions are now treated separately. Cops on combat missions fight from range. Cops on arrest missions still close in — and still switch to lethal response if the suspect draws a weapon, then return to arrest behavior when the shooting stops.
Voice audio now cuts cleanly. Voice clips previously played as fire-and-forget one-shots, so if an entity switched actions mid-sentence the audio kept going. Voice clips are now tied to the entity — switching action or removing the entity cuts the audio immediately.
More soon.
- Thresher from ENGN Game Studio