Patch Notes Page 31
Patch Notes Index
Return to the patch-note index.
Previous Page
Newer entries.
Next Page
Older entries.
v0.20.21
Section titled “v0.20.21”- Fixed distant enemies idling forever against a stationary player.
- Distance-based AI throttling now still forces an immediate path refresh for idle standard enemies that have lost their active route, so they do not remain frozen just because the player stopped moving far away.
- This keeps the performance LOD for already-moving distant enemies while restoring normal chase reacquisition for stationary mobs that should still be closing on the player.
v0.20.20
Section titled “v0.20.20”- Improved standard enemy cornering with the Captain pathing stack.
- Regular enemies now use the same wide-berth wall and navmesh-edge steering as Captains, so they start leaning away from tight corners before the next step is already blocked.
- Standard enemy blocked-corner handling now also keeps a short wall-follow commitment and favors the clearer slide lane, reducing repeated catches on 90-degree turns and navmesh rims while chasing players.
v0.20.19
Section titled “v0.20.19”- Upgraded Escort Duty cornering to match the latest Captain pathing.
- Escorts now bias away from nearby blocked cells and navmesh rims before contact, so they take a wider berth around hard corners instead of cutting directly into the edge.
- Escort blocked-corner handling now keeps a short wall-follow commitment and prefers the clearer slide lane, which reduces repeated 90-degree corner catches and navmesh rim pinning.
v0.20.18
Section titled “v0.20.18”- Improved Captain nemesis corner clearance before contact.
- Captain patrol steering now samples nearby blocked cells and navmesh edges ahead of the current step, then biases sideways into the more open lane so they take a wider berth around right-angle turns instead of waiting to collide first.
- Blocked-corner slide choices now also prefer the path with more nearby clearance, which helps Captains stop hugging the outside rim of authored corridors and navmesh edges.
v0.20.17
Section titled “v0.20.17”- Improved Captain nemesis traversal through right-angle patrol corners.
- Captains now keep a short-lived wall-follow direction after a successful slide or corner probe, so they stay committed to clearing a 90-degree turn instead of immediately steering back into the same collision rim on the next frame.
- This reduces the remaining cases where Captains would visibly improve at a corner, then still re-catch the same wall edge and eventually trigger a recovery warp.
v0.20.16
Section titled “v0.20.16”- Added local wall-slide steering for Captain patrol corners.
- When a Captain’s next patrol step still collides with a blocked corner, it now derives a local wall normal from nearby blocked nav cells and slides along the best matching wall tangent instead of re-testing the same corner head-on.
- This reduces the remaining corner cling where Captains would still momentarily pin on convex walls even after the slimmer patrol footprint and probe fan update.
v0.20.15
Section titled “v0.20.15”- Reduced Captain nemesis corner snagging in patrol routes.
- Captain patrol obstacle probes now use a slimmer movement footprint that better matches their resolved collision, so narrow hallways and sharp corners no longer behave as if the nemesis is wider than the lane.
- When a patrol route hits a blocked corner, Captains now test a small slide fan around their current steer instead of only trying one hard left/right dodge, which helps them flow around convex edges instead of pinning on them.
- This reduces the repeated stall-and-warp loop where a Captain would recover to a SpawnArea and then immediately wedge on the same corridor corner again.
v0.20.14
Section titled “v0.20.14”- Fixed Captain nemesis combat-vs-patrol target thrashing.
- Captains now stay in combat whenever a Warden remains in line of sight instead of dropping back to their patrol route just because they strayed far from the current checkpoint.
- Disengaged Captains no longer re-enter combat forever from old chip damage alone; they now resume patrol unless they can currently see a Warden or are actively taunted.
- Switching between patrol and combat now clears the old navigation corridor immediately so Captains stop bouncing between stale route and chase paths.