Two Worlds: The Temptation Developer Blog Update

Reality Pump's Mirek Dymek has once again updated his blog on 1UP, this time talking about some of the environments and sharing details for a couple of Necromancy spells.
When it comes to the city of Hatmandor, how much would you say you know about it? Well, forget everything you thought you knew, because the desert city of Hatmandor has recently become a training ground for the military troops! No, I don't mean that the city's winding alleyways are full of marching soldiers - I'm talking about the behavior of the various "troops" who are all over the city - merchants, thieves, soldiers and even random people have all received special AI systems. These AI systems are being checked for natural behavior during the first test phase, which is being carried out as I write. It's mainly the reactions of the NPC's to the player's behavior that the programmers are focusing on.

The lightning-fast engine calculates individual reactions - irrespective of whether your hero is waving his sword around, stealing something, or even attacking one of the city's inhabitants. Of course the AI also affects interactions and reactions among the NPC's themselves - different scenarios and systems are currently being tested to find the best possible solution for this truly realistic feature. The rivalry between the rich residents of the upper city and the poorer working classes in the lower areas plays a major role in the main story, providing the player with a keen sense of anticipation as to what's going to happen next! And this method of designing a captivating and dynamic world is in the pipeline for all of Antaloor's main regions. The graphical redesigning of Antaloor is making itself felt all over.

When you get around to exploring this maritime wonderland, the detail-rich design of the lighthouses will probably strike you first - and these really impressive structures aren't just easy on the eyes - they also have a practical function for night sailors who could get lost on the wide expanse of the water. You can even explore the towers and multistory buildings in "The Temptation", right into their darkest corners and highest peaks - and that has a heck of a positive effect on Quest design too! But that's another story to tell at a later time.