Kingdom Come: Deliverance had to add complex pathfinding for just 2 NPCs that owned horses: "If you want to do this feature, you have to support it"

(Image credit: Warhorse)

Kingdom Come: Deliverance 2 has already wowed me with how immersive its NPCs are, and it turns out a complicated feature had to be implemented in the first game just so two of its NPCs, somewhere in the mix of 550 persistent characters, could figure out where to go.

In a panel at GDC, Matej Marko, AI programmer at Warhorse explained: "There is a part [of the NPC AI behavior trees] that is called Long Distance Move. This, for example, handles longer moves such as from home to a workplace, or to the pub." So far, it seems easy enough to understand.

Issy van der Velde
Contributor

I'm Issy, a freelancer who you'll now occasionally see over here covering news on GamesRadar. I've always had a passion for playing games, but I learned how to write about them while doing my Film and TV degrees at the University of Warwick and contributing to the student paper, The Boar. After university I worked at TheGamer before heading up the news section at Dot Esports. Now you'll find me freelancing for Rolling Stone, NME, Inverse, and many more places. I love all things horror, narrative-driven, and indie, and I mainly play on my PS5. I'm currently clearing my backlog and loving Dishonored 2.

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