This month has predominantly been about solving the issues related to spawning Scientists on the Cargo Ship.
The information Scientist AI use on land to understand where they can and can not move is called Navigation Mesh, but this technology cannot move, so it was useless on a moving Cargo Ship.
Instead we had to extend the custom A* pathfinding and waypoint system we wrote for the Bradley to support Scientists in such a way that they can move, take cover and navigate on the Cargo Ship intelligently, while the ship is moving.
I also integrated a variant of the Scientists that never move and will act like turrets. We have positioned them at strategic locations on the ship, mainly to shoot at boats that come too close.
I also tweaked the Scientists present at the Military Tunnel some more. Health for the Scientists there have been tuned down a little bit, they should not hit headshots as easily and some of the Scientists won’t have as good an aim at a long distance. The Scientist spawners have been fixed so that the countdown clock for the next spawn does not start until all Scientists in a group are dead. To balance out this reduced difficulty, a couple more Scientists will spawn in the tunnels, and they throw grenades in more situations.