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Combat AI

GeneralAI · Combat · Battle · Tactics · Tactical · Army · Archery · Siege
7 patcheslast touched 59mo ago▲ +8

Power trajectory

Up = buffed, down = nerfed
0+8Apr 16, 2020Oct 7, 2021Apr 16, 2020 — Beta Branch Patch Notes e1.2.0 +1 / -0 (cum +1)May 7, 2020 — Beta Patch Notes e1.4.0 +1 / -0 (cum +2)May 14, 2020 — Beta Patch Notes e1.4.1 +3 / -0 (cum +5)Aug 20, 2020 — Beta Hotfix (e1.5.0 - 20/08/20) +1 / -0 (cum +6)Jan 12, 2021 — Beta Patch Notes e1.5.7 +1 / -0 (cum +7)Aug 19, 2021 — Beta Patch Notes e1.6.2 +1 / -1 (cum +7)Oct 7, 2021 — Beta Patch Notes e1.6.4 +1 / -0 (cum +8)
Zoom into one ability:9 abilities tracked
Filter by change type:4 types in this subject

Patch history

    • 🎯Behaviorlocal superiorityAdded

      Implemented a local superiority system allowing AI to distinguish between lone enemies and groups, improving tactical decision making.

      behavior

    • 🔁Reworkattack bounceReworked

      Attacks now consider relative movement speed between attacker and target when determining if an attack bounces.

      combat

    • 🐛Bug fixshield usageFixed

      Fixed a bug that prevented units from using shields while being shot at by archers.

      combat

  1. Aug 19, 2021·Beta Patch Notes e1.6.2+1-1
    • 🎯BehaviorSpear BracingusageEnabled

      AI agents are now capable of using spear bracing, making enemy infantry lines more dangerous.

      behavior

    • 🎯BehaviorKicksinterruptibilityUninterruptibleInterruptible

      Kicks can now be interrupted by taking damage, reducing the reliability of kicks as a crowd-control tool.

      behavior

  2. Jan 12, 2021·Beta Patch Notes e1.5.7+1
    • 🎯BehaviorHorse Archer AIWeapon SwitchingMelee at close range

      Horse archers now correctly switch to melee weapons when enemies are at close range.

      Behavior fix

    • 🐛Bug fixRanged AITargetingIgnore playerAttack player

      Fixed AI ignoring the player when the player held a ranged weapon despite being the closest target.

      Bugfix

    • 🎯BehaviorFormation AIbehavior

      Implemented fixes and improvements to formation AI behaviors for better tactical combat.

      improvement

  3. May 14, 2020·Beta Patch Notes e1.4.1+3
    • 🎯BehaviorChargingFormation CohesionImproved

      Cavalry and infantry now stay in line while charging, and cavalry will attempt to regroup before charging back.

      Charging Agents

    • 📊NumericSpacingTroop DistanceIncreased

      Increased distance between friendly troops to reduce them hindering each other during combat.

      Friendly Spacing

    • 🎯BehaviorSiege TowersPathfindingImproved

      Fixed AI running between towers instead of climbing; improved pathfinding for ladders and siege towers.

      Ladder Climbing

    • 🎯Behaviorammo recoveryCannotCan

      AI troops can now replenish their ammo by picking up dropped quivers from the battlefield.

      behavior

    • 🐛Bug fixsiege behavior

      Fixed a critical bug where AI in sieges acted unexpectedly or crashed when the player was aiding a side as a separate ally team.

      behavior

    • 🐛Bug fixpathfinding

      Fixed AI pathfinding resets when moving between static and dynamic navmeshes, improving performance and siege tower climbing.

      behavior

    • 🐛Bug fixsiege logic

      Fixed AI attempting to use ladders instead of the inner gate after breaking the outer gate with a ram.

      behavior

    • 🐛Bug fixretreat behavior

      Fixed a bug where agents would run towards the enemy instead of away when ordered to retreat while armies were far apart.

      behavior