Post news RSS [Road to Wolfenstein] Devblog 04 | NPCs with a brain

How terribly insulting it was for us to hear that most of the people playing the second chapter of Blade of Agony hated our friendly NPCs: Douglas and Ryan (well, the latter still for a reason) were a pain for the players. Instead of helping you, giving you cover, and being a new and interesting gameplay feature, they just - well - sucked. It was about time to change something here.

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How terribly insulting it was for us to hear that most of the people playing the second chapter of Blade of Agony hated our friendly NPCs: Douglas and Ryan (well, the latter still for a reason) were a pain for the players. Instead of helping you, giving you cover, and being a new and interesting gameplay feature, they just - well - sucked. It was about time to change something here.

Improvements for friendly NPC followers

AFADoomer took the community's feedback very seriously, and started re-writing most of the code in order to improve sidekicks like Douglas, Ryan and Ascher, so that they were actually useful companions, rather than annoying obstacles that get in your way instead of covering you. They will now try to avoid being in your line of sight, they will try to move away from you if they are in your way, and most importantly, you can interact with them. Just like in Half-Life 2, you can "use" them once to make them hold their position, and then "use" them again to make them follow you. So if you want a sidekick following you, just leave everything as it is, and if you are more of a "James Bond" special agent who doesn't need or want support, simply leave them behind; it's up to you.

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