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Vortex Engine v3.4.17 — Claude play-tests your game, enemies fight back
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Vortex Engine v3.4.17 — Claude play-tests your game, enemies fight back
Play-testing with Claude
Claude presses the keys. The new send_input tool feeds keys, mouse buttons, mouse movement, the wheel and a UI cursor into your game during editor play, through the engine's own input layer. Your real cursor stays put, and it works while the editor is in the background. Claude can walk, aim, fire and click through a mission beat and check the result. (#457)
Claude reads and sets live game state.get_script_state / set_script_state read and write a running behaviour's fields, or a script class's statics such as the current mission beat or the player's credits. Writes are live only; Stop takes them back. (#457)
read_console(since_id) returns only the lines that are new since the last call. (#457)
Player input scripts gain scroll and cursor. Scripted Space, Return, Tab, arrow keys and left clicks now also reach game menus.
Saves you can test with
Play-mode saves stay out of the shipped game's saves. New projects keep editor play-test slots in a sandbox the exported game never reads. Switch it under Project Settings ▸ General ▸ Play testing ▸ Saves; existing projects keep sharing the game's files until you switch. (#458)
Claude can seed a test state, for example "act 4, rank 3, 5,000 credits", with get_save, set_save, reset_save, snapshot_save and restore_save. Every overwrite or delete keeps an automatic backup first. (#458)
Fixed: save values containing a backslash, such as Windows paths, came back mangled.
Navigation
Large levels bake every tile. Navmesh tiles no longer lose their polygon budget as a level grows. A 1.5 km × 16 km valley used to drop 165 tiles; it now bakes completely, with up to 262,144 tiles per bake. (#517)
Clear messages when a tile is too dense. They name the real remedies (a smaller Tile Size, a larger Max Edge Error, more Verts Per Polygon), and the bake lists every failed tile with its position. (#517)
.vnav files are version 2. Version 1 navmeshes still load, and they give the same paths as before. A corrupt navmesh file is refused instead of crashing the editor.
Templates: enemies fight back
Enemies hurt you. Bot shots, zombie bites and the horror monster's catch now reach the player's health. Bots hit with both character controllers, and cover stops their shots. When your health runs out, "YOU DIED" fades in and you respawn at the start with full health and med-kits.
The Range's bots hold their yard. They fight in an arena over the yard. The booths and the feature-tour stations stay quiet, and walking into the yard starts the fight. Shoot one from outside and the squad fires back for 8 seconds.
Bots and the monster react mid-patrol instead of finishing their patrol leg first.
H uses a med-kit and F1 shows the feature-tour help in every template. The HUD shows how many med-kits you carry.
The TacticalShooter pause menu closes cleanly again.
Behaviour changes
Player --input looks turn 2–7 % less than before: a one-frame overshoot is gone.