Song of LaritheaCute anime team-RPG

Home / News / Smarter enemy AI: flexible action order, no more passive campers

Smarter enemy AI: flexible action order, no more passive campers

30.04.2026

A turn used to commit to strict per-actor move-then-cast pairs โ€” Hero 1 moves and casts, then Hero 2 moves and casts, fixed order. That constraint is gone. Inside one CAST_SPELLS event, hero actions can now be ordered freely (Tara moves โ†’ Maya moves โ†’ Tara casts โ†’ Maya casts is now valid), and on the enemy side three seeded strategies decide the ordering: paired (the old default), moves-first (everyone moves, then everyone casts), and reversed-paired. Base weights are 60/30/10. Planning is still committed in advance โ€” only the ordering of actions inside the event is flexible.

Coordinated melee feels different now. Chapter 1 close-type enemies โ€” Fire/Water/Iron/Wind Ghoul, Earth/Iron/Water/Wind/Fire Golem, Wind Brute โ€” carry a coordinatesAttacks template flag that shifts the weights to 20/70/10. Moves-first becomes dominant, so packs walk in together before throwing punches. The phase-2 cast decision in moves-first re-checks who's already been targeted this turn, so two coordinated enemies don't dogpile a single hero by accident.

Passive enemies that spawn out of striking distance no longer camp at the back line. If a close-range Passive can't reach any hero, the AI flips it to Aggressive and it advances. Plus a small visual cleanup: stat bars hide on dead enemies so the field reads cleaner during multi-fight battles.

End-state is provably unchanged โ€” no friendly fire, area-from-caster targeting, heal-by-id are all preserved. This is a contract + UX shift, not a balance retune.

โ† Back to news