Well, December 1st. It has been a busy couple of weeks over here. Hope everyone that celebrated the holiday had a good one. Got a pretty killer deal (around 50% off!) on a ts-451+ NAS myself. Price has already gone back up again on all the major sites and I am on back order, but they haven't cancelled it yet so fingers crossed
I am happy to say that the AI module has been re-written now and so the grand refactoring is complete. Actually finished this up about a week ago, but wanted to wrap up a few other things before posting.
Project now weighs in at 18345 lines across 18 modules and 5 UI controllers totaling 401 functions.
Previously was 24057 lines across 15 modules and 3 UI controllers totaling 379 functions.
In both cases, Advanced Lighting accounts for about half of it

I still need to look in to using the AdvLighting .dll which should cut a lot of this down.
FPS fluctuates between 80-100 (previously 70-85) on an i3 3.4GHz + AMD HD6870 @ 1920 x 1080. In both cases, each additional NPC onscreen drops it by about 7 FPS (they cost about the same previously as well), which seems a bit much compared to the cost of tree clumps which are not terribly different in polycount. There is still lots of room for optimization when it comes to media though. I'm guessing the high bone count (mid 50s?) is part of the issue, adding a simpler LoD should help. It bottoms out around 40-45 FPS with 7 characters + 20-30 trees + house all in screen together.
Over the course of the refactoring, there have been a number of tweaks, adjustments, and filling in of stubs and TODO comments. There are still plenty of these loose ends left throughout the code, but I've knocked out some neat things that I wasn't really planning to get to yet.
When it comes to filling in TODOs for instance, the AI module: AI visual detection is now implements peripheral limits, detecting in a frontal arc only (previously they would cast LoS in 360) If a potential target is not in the visual scope, the AI can attempt to detect by sound in 360. This now allows for the player to use the crouch/sneak stance to sneak up on AI from behind without being detected, and to pass closer to them before detection outside of sneaking with careful flanking.
Detection is also hooked up to character stats: focus will improve the distance of the visual range, while awareness will improve the width of the visual peripheral arc. awareness also increases the distance of earshot range.
The removal of 360 visual detection caused some issues with the AI ability to select and maintain targets which took a few days to fully resolve. There was one point in which a fairly minor change to world scale values some months ago manifested a bug in which characters could land attacks from a couple of hundred meters away. It was slightly amusing to snipe enemies all the way down the beach from the porch with a dagger. This was quickly fixed but shows how little changes that you don't really think about can have big unintended effects later.
I had mentioned before that I have spent some time polishing up the front end loading screens and added a title menu, as well as reworking the inventory UI. This is another area that I hadn't planned to spend any time on at this point, but ends up I am glad I did. It helped boost my morale and excitement for the game that it is becoming, and was a welcome break from the tedious refactoring of code. Pushing this even further, I've now got the basics of an official site up.
It's still WIP, missing some content and features, but it's a start and I am quite pleased with how it is shaping up. It does feature some exclusive new concept art for you all to check out, with more to come.
http://games.joshkirklin.com/sulium
So, what comes next? Progress continues on modeling the new character Lucitello. clothing is blocked in, I will be working on sculpting out the cloth pieces off and on this week. Mostly though, I think it will be time to turn back to the editor for a bit. I need to merge over some of the changes made in the game code back over to the editor codebase. I will also be adding in the ability to load and configure characters / AI now that those modules are on the new version.
Once I've got characters up and accessible in the editor it will be time to focus in on implementing and managing conversation and dialog.
@Dimis,
Lucitello is Carliet's father. He is a somewhat prosperous trader often away at sea. He may or may not occasionally engage in a bit of smuggling

but he is mostly on the up and up and is well respected within the Mercantor's Guild. More details to come

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.