Dialog Memory/Restrictions

Some scenarios came up when play testing the game where, for example, several redcoats in close proximity to the player would detect him at the same time, repeating the same or a similar piece of dialog. It became apparent that the NPCs would need some awareness of what they've heard so they would be less likely to repeat it in an unnatural way.

The solution for this was the Dialog Audio Manager class and a set of Dialog Restriction rules to filter their speech based on the ongoing conversation. By tracking what is said and heard, the opportunity also exists to introduce some intelligent back-and-forth between NPCs.