Getting the AI to understand and use a wide range of possible option was one of our challenges – especially with regards to how it uses terrain to its advantage but allows us to make even battles with relatively few units require some thinking from our players. In the below case, the AI defended a village but moved out and up on the elevated position to shoot missile on the player forces. And since the map has an added feature effect called “snipers” damaging attackers every turn, the Ai decided to wait our troops out.
Now the player needs to find solutions beyond simply waltzing up to the enemy and letting loose with the apprentice’s spells. (We got the AI to split forces by smashing the village gate and feinting an attack from the left while baiting the defenders with a weak unit to the right in case you were wondering. Then goblin shaman gave berserker ‘shrooms to everyone so they heal a bit and do some extra damage, meaning they could soak up the defender’s initial volley and then go into melee.)
Another thing that we do slightly differently is our action system that offers more than just a way to tell you how many attacks your units can do and which we are going to take a closer look into next time.
In the meantime, if you have any questions on the game, feel free to hop on the [url=https://discord.gg/WWWEDvgNJW]SpellForce discord[/url] where we have a sub-channel or let us know here on Steam!
