Patch Notes - Portal AI, Pathfinding, and Enemy Traversal

project paradox playtest · published

Patch Notes - Portal AI, Pathfinding, and Enemy Traversal

New Features & Improvements

  • Pressure-Aware Portal Selection - Portals now consider player position, movement direction, predicted movement, elevation, party cohesion, and isolated players when selecting spawn locations.
  • Portal Spacing - Active portals are now kept farther apart to prevent encounters from stacking in the same area.
  • Improved Enemy Traversal - Gap jumps, ascents, and drops now use clearer motion profiles with improved airtime, arcs, slope alignment, airborne movement, and landing recovery.
  • Reachable Pursuit Destinations - Enemies now validate connected target-level destinations and select reachable staging points when direct access is unavailable, reducing ledge and ramp buildup during pursuit.
  • Enemy Movement Audio Polish - Improved movement loop transitions and distance-based audio priority so nearby enemy movement remains clearer during crowded encounters.

Bug Fixes

  • Shield Aura Range Validation - Fixed shields, links, and highlights activating from stale or oversized child colliders. Targets must now be confirmed inside the actual aura range.
  • Navigation Link Reliability - Improved traversal-link graph scoping and reachability checks to reduce invalid routes between unrelated navigation surfaces.