Memory and Stubbornness
Update 0.4.2 with the name Memory and stubbornness was just deployed to AI People server. Let’s check new features of this Update.
Hierarchical planning for NPCs
The name of this feature sounds a bit scary and very technical, but it actually brings quite nice quality of life improvement. This new hierarchical planner allows the system to take the set objectives and decompose them into more manageable sub-tasks. This should allow better control over various situations that happen in the scenario.
For example, conversations will be more direct and less interrupted by irrelevant actions.This all should help focus the story to more dynamical narrative without repetitions and degradations. In addition to that, NPCs are more affected by the player specified objectives and should be more driven towards their purpose. So, in general, the overall feeling when playing should be better in terms of storytelling and agency, which mean that NPCs should feel more as individuals.

Fall and death sounds
We’ve added two new sounds to the game. Now, when playing a scenario and any of the characters get incapacitated or even killed, you will hear a respective sounds, when the body hits the ground.
There is also a new sound for the situation, when the character dies in a form of something like a last breath.
Possibility to add beds in Level Editor
From technical reasons, it wasn’t possible to move or add more beds to scenarios via Level Editor. We luckily fixed that, so now you are free to move or delete existing beds and you can add any amount of two types of beds. So, now you have the option to replace the original old rusty beds in the cottage on Farm, with nice wooden ones.

Bug Fixes and Changes:
- We fixed a rare situation in which the game would get stuck on launching modules during the launch process.
- We fixed an issue where the plot progress UI in the top-left corner was only visible in Test mode and not in Play mode.
- We fixed the visuals for drop-down rendering in options screen
- Your adventure begins... message animation correctly finishes after user closes in-game pause menu