Road-Loving AI and the New Save System
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A dev stream focused on two big near-term upgrades: an early save/load system (currently via console commands) and a major vehicle pathfinding overhaul aimed at getting trucks and armor to drive like humans instead of bulldozing entire city blocks. The host demonstrates saving in-game (including screenshot-based save thumbnails), explains multiplayer limitations (host-only saving, loading from the hub, clients/operators being recycled, money/control returning to host), and calls out what’s not serialized yet (things like grenades/projectiles).On the AI side, they walk through the new navigation “cost” tuning: vehicles now strongly prefer roads and dirt paths, only smashing through fences/walls when a short move makes it genuinely cheaper. They show the debug nav visualization, highlight remaining oddities (end-move quirks, objects not waking from physics sleep, streetlights behaving wrong, loss of vehicle momentum), and flag more polish coming next week based on community poll priorities (vehicle pathfinding #1, infantry pathfinding #2, performance and formations next).The stream also touches several other updates: a recently fixed crash tied to a specific vehicle move order, desync-related guard tower placement bugs, camera feel improvements, cinematic mode toggles for clean screenshots, and a balance pass that buffs infantry resilience and improves vehicle survivability while reducing population costs for many vehicles.Finally, there’s a look ahead: UI-based save/load arriving around Monday/Tuesday, more custom game options (infinite ammo / no reload / toggles for supply and gas), ongoing optimization for lower-spec GPUs and Steam Deck/controller support, a near-term roadmap toward civilian evacuation presentations and implementation later in February, and weapon pipeline updates for customizable operators (including an LMG drop and a P90 in progress).