Patch 0.5.1 (Major improvments to AI)
Greatings! Fellow pilgrims.
We worked hard and long to give you the first taste of new AI. While our work is not yet finished there are many improvements.
Enhanced Ai is a completely new adaptive algorithm which reacts on players´ and other AIs´ actions with both randomness and hardwired behaviour. What is new then?
[h3]Difficulty[/h3]
Better reaction on handicaps or advantages.
[h3]Basic exploration and looting[/h3]
Units now have roles and one of them is to be an explorer which means to effectively explore maps or reveal POI (points of interest, like loot) even provoke enemies.
[h3]Map awareness[/h3]
AI now better reacts to situations on the map. Visited and visible hex tiles now generate POI to various heatmaps and by the unit role, AI prepares and sends units there to collect more data or take action.
[h3]Hex tile reservation system[/h3]
Moving units around the map is not that complicated when you know the destination. Tile is reserved and AI will try to move units to neighbour hex tile if needed. Units are moved constantly moving in to even formations. Only a few scenarios will make the unit not to move.
[h3]Starting mode, behaviour, modding[/h3]
AI can start in "starting profile" to boost economics. We added simple mudding options to drive AI behaviour by setting or clearing flags in the local file (in folder TheMysticEditor/mods) or in game by using build-in console (tilde or semicolon, the key under ESC) commands. Try to write "help" there to check syntax.
[h3]Aggressive and economic modes[/h3]
Mystic is a dynamic game and new AI is more dynamic too. Primary is set up in building things and expanding. But when time is right, you will know the AI switched profile to be more challenging.
[h3]Coordinated attack[/h3]
Time to time AI forms attack formation to try to eradicate you. Attacks are far from be the best (as whole AI) but it adds more dynamics and tension to game experience.
[h3]Battle simulation[/h3]
Everything has a cost and AI knows it. Is it worth to go to battle with this unit, or should I retreat? Every movement is predated by calculations which tile to move is the best.
[h3]Advanced active defence[/h3]
The most complicated new thing in AI is active defence. AI checks for threats, their level and who is causing it. If parameters are right AI will send the best unit for the job - defending the area whether it is an outlier farm or heart of your city. AI even tries to be present near buildings until released from that duty. Player attack should be more challenging than ever.
[h3]Spell management, terraforming[/h3]
Spells are a key mechanic of the game so is the terraforming. AI tries to have the most efficient income. Targets terraforming spells near the area as it needs to. or cast an attack spell on to nearby enemy units - again calculating the best possible tile to cast a spell. When a spell is not needed or cannot be casted few turns, it dismisses it and charges up a new spell better - suited for the situation.
[h2]What next [/h2]
Unique behaviour for all factions.
More difficulty dynamics.
Mechanism for long promised Campaign.
All spells.
Polishing parameters.
Improvements in the late game. Currently AI starts to be less effective around Tier 4.
In the meantime we discovered lots of bugs from our testing and your feedback. (variant in sizes and severity) - clearing them in process. Added some new small changes to keep the game crash-free and better optimized.
[h3]Have a great time.[/h3]