This time we implemented probability scaling for the new AI actions system. With that we don’t have to deal with variable update frequency when defining an AI action. We also implemented some additional event types that would let the AI behave reactively instead of actively scanning for the target each update. And we implemented a script that migrates the data from the old NPC skills definitions table to the new AI actions table.
Also, this was another test stream with my new multi-streaming setup. And looks like this time it worked just fine (if we ignore the stupid typo in the address that prevented the Kick stream to start at the beginning). I still have to finetune some things here and there, but it finally looks stable.