Clash of Adventurers
Steam News 6 May 202615d ago

Smarter Monsters: The Combat AI Overhaul

The world of Clash of Adventurers just got a lot more dangerous. Over the first week of April, monster combat received a complete overhaul — every creature from Wild Pigglets to Zone Bosses now fights with new lay…

Update log

Full Clash of Adventurers update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix3 additions2 changes1 removal
  • Gameplay
  • Balance
  • Fixes
addedThe world of Clash of Adventurers just got a lot more dangerous. Over the first week of April, monster combat received a complete overhaul — every creature from Wild Pigglets to Zone Bosses now fights with new layers of intelligence, awareness, and aggression.
changedTelegraphed attacksEvery combat monster now signals its big swings with a glowing red ground decal showing the danger zone. You have a short window to reposition and dodge. Some attacks now also keep the monster pursuing you during the wind-up — backing up isn’t always enough; you’ll need lateral movement or a dodge ability.
changedThreat & aggro for party playMonsters track damage dealt and healing received and pick targets based on a real threat list. Tanks who generate enough threat will reliably hold a monster’s attention. Healers keeping the party alive will draw aggro. Targets won’t flip-flop randomly anymore — taunts (coming later) will let tanks force fixation.
addedPack coordinationA new Combat Coordinator assigns roles in group fights — primary attacker, flanker, ranged support, reserve. Monsters spread out instead of clumping, take turns swinging, and seek tactical positions around you using EQS-driven targeting.
removedAdaptive behavior detectionMonsters read what you’re doing — circle-strafing, kiting, healing — and weight their attack choices to counter your tactics. False kiting detection has been removed (walking past a disengaged NPC no longer counts).
addedTwo-phase health escalationEvery combat monster now has phase transitions: below 60% HP, +15% attack speed and +10% damage; below 30% HP, +30% speed and +25% damage. Each transition fires a distinct visual cue. Fights ramp up as monsters get desperate.

The world of Clash of Adventurers just got a lot more dangerous. Over the first week of April, monster combat received a complete overhaul — every creature from Wild Pigglets to Zone Bosses now fights with new layers of intelligence, awareness, and aggression.

Telegraphed attacks

Every combat monster now signals its big swings with a glowing red ground decal showing the danger zone. You have a short window to reposition and dodge. Some attacks now also keep the monster pursuing you during the wind-up — backing up isn’t always enough; you’ll need lateral movement or a dodge ability.

Threat & aggro for party play

Monsters track damage dealt and healing received and pick targets based on a real threat list. Tanks who generate enough threat will reliably hold a monster’s attention. Healers keeping the party alive will draw aggro. Targets won’t flip-flop randomly anymore — taunts (coming later) will let tanks force fixation.

Combos and AOE awareness

Monsters can chain related attacks within a short window — a bear may Cleave then immediately Stomp if you’re still in range. AOE abilities are weighted higher when multiple players are nearby; single-target attacks dominate in 1v1.

Pack coordination

A new Combat Coordinator assigns roles in group fights — primary attacker, flanker, ranged support, reserve. Monsters spread out instead of clumping, take turns swinging, and seek tactical positions around you using EQS-driven targeting.

Adaptive behavior detection

Monsters read what you’re doing — circle-strafing, kiting, healing — and weight their attack choices to counter your tactics. False kiting detection has been removed (walking past a disengaged NPC no longer counts).

Chase-speed bonuses

A dedicated chase-speed system replaces the old (broken) sprint ability for monsters. Designers can tune how aggressively each creature pursues. You’ll feel the difference on charging monsters like Wild Boars.

Two-phase health escalation

Every combat monster now has phase transitions: below 60% HP, +15% attack speed and +10% damage; below 30% HP, +30% speed and +25% damage. Each transition fires a distinct visual cue. Fights ramp up as monsters get desperate.

Pre-select-then-chase, smoother chasing, no double attacks

Attacks are now selected during approach, not after — encounters feel more responsive. Aggressive chasers stay tight on you. Fixed: simultaneous double attacks, mid-attack stutter-stepping, freezing during attack cycles.

Tier-based intelligence

Low-tier creatures (frogs, pigglets) fight more chaotically. Elites and bosses make calculated, adaptive decisions. Combat data has been refreshed across every monster in the game.

Versions 0.6.0.28 → 0.6.1.2.

Source

Steam News / 6 May 2026

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