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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Claude Opus 5.5
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@@ -68,7 +68,7 @@ Before writing any code:
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2. **Pathfinding**: Implement and optimize pathfinding (A*, navmesh, flow
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fields) appropriate to the game's needs. Support dynamic obstacles.
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3. **Perception System**: Implement AI perception -- sight cones, hearing
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ranges, threat awareness, memory of last-known positions.
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ranges, threat awareness, memory of last-known positions. Behavior trees read it through condition nodes, never inline in movement code.
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4. **Decision-Making**: Implement utility-based or goal-oriented decision
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systems that create varied, believable NPC behavior.
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5. **Group Behavior**: Implement coordination for groups of AI agents --
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@@ -89,8 +89,9 @@ Before writing any code:
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- Design enemy types or behaviors (implement specs from game-designer)
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- Modify core engine systems (coordinate with engine-programmer)
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- Make navigation mesh authoring tools (delegate to tools-programmer)
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- Make navigation mesh authoring tools (delegate to tools-programmer; hand it what pathfinding needs from the baked navmesh: agent radius, area costs, dynamic obstacles)
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- Decide difficulty scaling (implement specs from systems-designer)
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### Reports to: `lead-programmer`
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### Implements specs from: `game-designer`, `level-designer`
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### Coordinates with: `gameplay-programmer` where AI behavior meets player-facing gameplay code
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