Been mostly working on code stuff and NPCs when I have time. So far: - Been working the kinks out of the saber system - Trying to improve Jedi AI, mainly as it pertains to JA-exclusive abilities: saberists should be a bit smarter with using kicks, now they only use them when they're very close to you and not just randomly all the timesaberists don't use Dark Rage when they have less than 50% HP, and kick it off if they get below 25% HP while it's active, also, they don't use it now unless they are not too far away from the player (or else they waste HP if they use it and can't even get to you)bosses and commander+ rank NPCs activate their saber instantly after breaking out of Grip or a Drain lock, other NPCs with a very short delaythings to do: more strategic kata usage, less spammy saber throwing, evasion and kicks used if they drop a saber throw, faster reaction to being knocked down- Some cvar edits: g_saberMoreRealistic can be changed ingame now (I can't help but wonder if you do this mid-game it could result in crashes if saber damage values are changed mid-calculation, i.e. while you're hitting an enemy, it's fine so far from my experiences though) Other things: - Having fun with NPCs, Jedi Masters pwn Reborn Masters now (might even make them stronger than Alora_dual), Luke (and Kyle?) eat Desann for breakfast. Kyle Boss is mostly unchanged, as I figure the point of that battle is mainly that Jaden gets lucky against Kyle and sees his chance to trap him? (I never played the DS ending yet lol). Saber staffs can and will be thrown now by players and NPCs. - Figured out how I want to do game difficulties: (not actually done yet mind you) Padawan/Jedi - Largely unchanged.Jedi Knight - Keep some of the blaster deflection ability you have on lower game difficulty, however saber deflections are no longer auto-aimed at enemies but towards the crosshair onlyJedi Master - Player movement speed is reduced slightly to be closer to NPCs, and the player starts with 80 force points instead of 100.General: Health and ammo can be toggled between full, 80% and 50% (locked to 50% for JM), Crosshair Forcehints can be toggled on and off, and saber damage will be able to be chosen, either normal, 125%, or "heavy" (g_saberMoreRealistic 1, not sure exactly what percentage we're talking there) EDIT: Added in one thing in the Jedi AI section I forgot about Dark Rage.