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(requires LifePlay 2.0 Stable or later)
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Change Log:
This is the third update of our 5-update AI and Interaction Overhaul -the 60% progress mark. It builds upon the foundations laid during the first two beta updates and actually introduces the AI and interaction systems into the game - alongside navigation to support them.
- Introduce a new AI system, along with the first 17 conditional NPC behavior packages. Each NPC will now have somewhere to live, work and/or study and they will be logically somewhere on the map at any point of gameplay (work during the day, home at night, shopping / leisure activities depending on their stats for the rest of the day etc).
- Introduce a new Interaction system where you can physically click on the 3d model of any NPC at your current location and be prompted a list of relevant interactions you can do with that NPC, some of which will directly lead to scenes (i.e. this improves how 'proactive' gameplay feels - less doing random things and hoping for things to trigger). Also add the first ~40 NPC interactions, their conditions (some of them are even fetish-specific) & linked scenes to go with this new system.
- These systems are designed in a way that ensures both these first NPC behavior packages and NPC interactions will be editable / moddable right away (new lpai format and expandeded lpaction functionality) and easily with any text editors. Modders will also be able to add their own AI packages and interactions that will be picked up automatically by the new systems.
- Add a navigation system for indoor 3d space so that NPCs don't rely 100% on furniture like in Beta 2 to know where to spawn and they can stand idle or wander around too. This also means that player and NPCs will try to walk to rather than just teleporting between objects and dialogue/ interaction targets like in Beta 2. Scenes will feel less awkward than Beta 2 because of this.
- Some very basic physics mostly to aid the navigation system above
- Don't worry, I didn't forget about the April commissions from patrons and contributors - I will do them all and release alongside the second update of April - v3.0 Beta 4 (to be released on Saturday, 18 April). Beta 3 was such a huge workload on its own (AI, interaction and navigation systems in two weeks) that I didn't want to try to 'squeeze in' commissions as well and sacrifice quality. Now that all the systems have been added, Beta 4 will be a much lighter update in terms of my workload so commissions are best completed then.
- Bug fixes and other improvements
- WIP Note as this is only Update 3 of 5 in the Overhaul: In summary, Beta 3 is a major coding effort and introduces most of the core components of the AI and interaction systems planned for v3.0. It will mostly just lack in variety of AI packages and interactions (which will continue to be added in Beta 4 and 3.0 Stable). Scenes will feel less awkward than Beta 2 thanks to the navigation system, although I will still have to go through all the lpscene files and add new API functions in Beta 4 (18 April) so that the scenes fully take advantage of the new fully 3d gameplay and the new AI data (for example, in Beta 4, when random scenes trigger, they will 'prioritize' suitable people currently at your location rather than spawning in someone like currently). If your PC is a bit weaker and you experience some lags while playing Beta 3, don't freak out! Most of the performance optimization work will take place at the end of the overhaul i.e. v3.0 Stable. Beta 3 introduced 3 new systems to the game - they aren't fully optimized yet.