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Battle Charge – August Dev Update

[p]Hey everyone — time for another monthly check-in from the Battle Charge dev team. This month we focused on refining combat logic, improving AI behavior, and tightening movement and responsiveness. Here's what we’ve been working on:[/p][p][/p][h3]Core Improvements[/h3]
  • [p]Reworked recoil logic and updated the damage system to better reflect hit reactions and stagger outcomes.[/p]
  • [p]Optimized the character controller to make movement and input feel more responsive.[/p]
  • [p]Improved ground detection for smoother terrain interaction, especially on uneven surfaces.[/p]
[p][/p][h3]Combat & Formation Logic[/h3]
  • [p]Archers can now aim more accurately while moving, which helps with hit consistency in dynamic situations.[/p]
  • [p]Improved the push command for the troops during shield wall formations, integrated push back feature now we can actually push them back.[/p]
  • [p]Push now functions even when up to 25% of troops are not in shield wall state, making it more flexible mid-battle.[/p]
[h3]AI & State Machine Tweaks[/h3]
  • [p]Added more conditions and fallback options for AI decision-making to prevent stuck behavior.[/p]
  • [p]Improved both AI and player state machines for more stable transitions during combat.[/p]
  • [p]Fixed some hidden DOTween animation errors that were clogging the main thread and affecting performance.[/p]
[h3]Still in Progress[/h3]
  • [p]Working on making push actions affect enemy formations even when they’re not in shield wall state. We’re currently ironing out the required state machine logic.[/p]
[p]Thanks as always for following along. We’re continuing to test and tune these systems based on your feedback and internal playthroughs. More to come soon

You can help with wishlisting the game [/p][p][dynamiclink][/dynamiclink][/p]