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Post news RSS Dev Blog: Competant AI part 2

Like the entirety of this week was debugging last week's AI...

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Since all of this week was spent debugging, there isn't too much to screenshot or really show. I mean, can see the pretty new AI. Anyway, now the enemies will walk off one block below, but not off cliffs. The enemies with guns shoot, and they properly pace.cap

>tfw too big to fit under

I think I may remove the circles around the territorial enemies because it looks like a bit much on screen, and due to some ways the game is optimized, they will randomly turn on and off. Maybe I'll make them fade in, I look into the different styles.

This is by far the most boring dev blog for you, so sorry. Anyway, have a happy long weekend!

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