Battlefield Performance Adjustments
Each unit has a corresponding concept of an army, and their fighting and movement will be conducted with this conceptual in mind. The single AI logic still exists on the soldiers, but they will tend to execute commands as a whole army.
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For example, where before players could lead the unit in a loose straight line, after the adjustment the unit is prone to move within a certain range and moves as a whole. In general, the unit’s behavior retains the characters of single AIs while maintaining the integrity of an army.
In previous battles, the empire war rsoldiers would stick together when engaged in tangled warfare. We hope to change this situation by directly modifying the collision size, however as this can cause a chain reaction with formations, horses, relations between players, and more, we are handling this with extra discretion.
The collision distance of AIs between the two sides will be increased and the movement collision of soldiers will also be optimized. Longer distances will ensure the soldiers will not stick together in a tangled fight, thus behaving more realistically than before. For instance, when the player switches into Testudo Formation, enemy soldiers will not be able to squeeze into their own unit.





