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Mechanic · Combat Changed

Enemy AI

Human enemies take cover, push, flank, call reinforcements and post snipers; they react to noise and sight.

Facts

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Patch history

3 versions

Every fact about Enemy AI by game version, newest first.

VersionWhat we know
Dev build
  • AI systems auto-generate paths and cover so enemies can be placed anywhere in the world.
  • Doors are physics objects; standing in front blocks AI from opening them, and enemies can knock them down.
  • AI pushes the player and then retreats; enemy spawn positions have some randomness.
  • Enemies get more aggressive as tier rises.
  • Enemies lose track of you when you die; each AI of the same type has a different health range.
  • Snipers now have a real glint visual effect that reveals their position; the HUD marker is still temporary.
  • Enemy whistle calls reinforcements from any direction, like a mini hold-out; can repeat many times.
  • Strongholds use snipers; a medium stronghold is set to about four to five random snipers.
  • Enemies get assigned to rooms or areas by the level designer, take cover, step out to shoot, and try to preserve themselves.
  • Nearby buildings can send troops to push the player, and strongholds respawn enemies over time out of sight.
  • Enemy perception uses both noise and sight; riding a horse is louder and attracts more enemies.
  • Inspiration for AI is high lethality, low rate of fire weapons as in a classic Western shootout.
Alpha 5
  • A bug that left most AI standing still in combat once a server filled up was fixed.
  • AI pathing improved again after a major pathing bug from the last alpha was fixed; AI now flank and push.
  • Stronghold enemies are more mobile and flank instead of camping; Sangre Elite were also made harder.
  • Stronghold enemies push and fall back in waves; spawn counts were raised.
  • A reinforcement whistle calls extra enemies: a fight against 4 can become 10 or even 16.
Alpha 4
  • With roughly 400 to 500 AI active, many animals and NPCs freeze instead of pathing; seen in Alpha 4 under heavy load.

Sources

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