Spiritus Astrum [P0-B12]: p1529: Towards Early Access
I have recently completed a lengthy process of debugging and improvements. I was focusing more on legacy bugs that had been on my bug list for a long time, and I managed to finally fix a large number of them.
I made some improvements to the AI system, and the dynamic character creation system.
I also fixed some bugs and made some improvements to the weapons. There were some issues with non-raycasted weapons (Such as bows, etc) not correctly scoring a headshot on enemies.
There were also some minor issues with persistence when spawning AI enemies using the new material system, which I fixed.
I also spent some time adding some new audio ambience to the game, as well as correct triggers for enabling/disabling the audio. I need to spend a lot of time on the audio in future though, it is an area of the game that I have not spent a lot of time on.
I tested the build and ran some performance profiles, which were generally ok.
I also fixed an issue which was preventing the position of AI Companions from saving correctly in the world, and I fixed another issue where enemies were spawning in areas that were supposed to be safe.
Finally, I added new options when looting corpses of enemies, and I added an “ultra” graphics preset.
The next step is to add persistent enemy corpses. Currently, when the game quits, all enemy bodies disappear, meaning if the player has not looted them, they will not be able to again. Once this is done, I want to add the ability for the players Companion AI to be able to fight in combat with enemies.

