DEVELOPMENT · 4 NOVEMBER 2026
Leaving Jad and learning Rabite Forest
Five enemies and the forest stairs
Version0.8.0 starts outside the Jad inn at night, leaves by the southern gate, fights two47HP wolves, then enters Rabite Forest. It navigates around the central tree, fights three17HP Rabites and follows the ledges and centered stairs to the next western bridge approach.
Combat uses normal SNES inputs and read-only observations. Each encounter needs live enemy observations, defeat and the native3Luc-per-enemy reward. The bot faces its target while attacking and moves without attack during longer approaches. Low health, blocked movement, stalled damage or rewards, unexpected rooms and manual interruptions release controls and pause.
A useful training correction
The first local replay exposed a changed allocation of forest enemies to entity slots. The interrupted trace is retained. The corrected task selects each encounter by its observed spawn position, then retains that entity slot for the encounter. A third Rabite farther down the trail is explicitly included. Unrated demonstrations retain their labels; native acceptance is separate from simulated checks.
Try it in the browser
Open an adventure file, restore the original nighttime Jad checkpoint in snapshot slot2, select Continue Duran: leave Jad at night and fight through Rabite Forest, then Watch bot play. Pause ends a run; restore its start to restart. Take over returns normal control. The bot pauses at the next bridge approach.
Next encounters, Astoria, later story, inventory/healing/level-up decisions, bosses, full campaign play, arbitrary goals and cross-game play still need training. This is an authored controller informed by genuine demonstrations; no external model service is used. Snapshots remain separate from native statue saves.