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Steam News29 March 20263mo ago

Enemy Behavior

It's been another 2 months! We've been working on a number of things: melee combat 2.0 interactive PCs switching to another animation system (again) enemies AI tutorial We will be showcasing them a bit later.

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What changed

0 fixes1 addition2 changes1 removal
  • UI and audio
  • Balance
  • Gameplay
changedWe want the game to clearly tell you if you've been spotted. So we made a visual and a sound indicator for AI's suspicion meter .
changedEnemies will have different health, speed and sight-hearing radius. Also they will behave differently when it comes to melee: the Heavy is a fan of uppercut the Mask is a fast-kick guy the Mall Guard doesn't actively seek trouble, but when it finds him - he uses the baton.
removedthey will react to other guards being down AND they will wake them up (if still alive) - a feature that existed in early Splinter Cell's but that was removed in later games
addedPlus, each guard now has their own inventory . The door in this video requires a certain keycard. The guard has it, so he walks in freely. Which means, if you neutralize him - what's his becomes yours, and you would get the keycard!

It's been another 2 months! We've been working on a number of things:

  • melee combat 2.0

  • interactive PCs

  • switching to another animation system (again)

  • enemies AI

  • tutorial

We will be showcasing them a bit later.

For now we just wanted to show the current state of how the enemies behave.

  • The enemies rely on seeing and hearing things.

  • We want the game to clearly tell you if you've been spotted. So we made a visual and a sound indicator for AI's suspicion meter.

This is how the suspicion meter works:

  • Enemies will have different health, speed and sight-hearing radius. Also they will behave differently when it comes to melee:

    • the Heavy is a fan of uppercut

    • the Mask is a fast-kick guy

    • the Mall Guard doesn't actively seek trouble, but when it finds him - he uses the baton.

  • They will shoot at you from different types of guns.

  • they will react to other guards being down AND they will wake them up (if still alive) - a feature that existed in early Splinter Cell's but that was removed in later games

Different types of guards have different weak points for the shocker - more on this here.

  • we did a couple of iterations on pathfinding and waypoint system. It took some time to figure out how to make AIs walk through the doors.

  • Plus, each guard now has their own inventory. The door in this video requires a certain keycard. The guard has it, so he walks in freely. Which means, if you neutralize him - what's his becomes yours, and you would get the keycard!

Source

Steam News / 29 March 2026

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