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Steam News30 July 202511mo ago

Demo Update v0.27 – Game Name Change, Sticky Arrows, Targeted Shots & Lots More

Enemy combat behavior has been reworked from the ground up. This update improves targeting, flanking, dodging, fleeing, ranged logic, and much more.

In this update4

Full notes

Full Crown of Kings update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes2 additions27 changes2 removals
  • Gameplay
  • Fixes
  • Balance
  • Server
  • Performance
  • Events
changedEnemy combat behavior has been reworked from the ground up. This update improves targeting, flanking, dodging, fleeing, ranged logic, and much more. Also includes big fixes for combat feel, collision, and clarity of special effects. Oh — and the game is now officially Crown of Kings .
changedSmarter Enemy Combat TacticsBefore attacking, enemies close in on a staging position nearby, then advance — this prevents all enemies from bee-lining at once
fixedSmarter Enemy Combat TacticsFixed animation stuttering caused by competing strafe/walk blend
addedSmarter Enemy Combat TacticsCooldowns added for changing strafe direction after collisions
changedSmarter Enemy Combat TacticsCollision with obstacles will disrupt flanking and trigger cooldown resets
changedSmarter Enemy Combat TacticsDodging now triggers even when an enemy is mid-action (e.g., attacking, aiming, summoning)

Crown of Kings changes

changedEnemy combat behavior has been reworked from the ground up. This update improves targeting, flanking, dodging, fleeing, ranged logic, and much more. Also includes big fixes for combat feel, collision, and clarity of special effects. Oh — and the game is now officially Crown of Kings .
changedBefore attacking, enemies close in on a staging position nearby, then advance — this prevents all enemies from bee-lining at once
fixedFixed animation stuttering caused by competing strafe/walk blend
addedCooldowns added for changing strafe direction after collisions
changedCollision with obstacles will disrupt flanking and trigger cooldown resets

Enemy combat behavior has been reworked from the ground up. This update improves targeting, flanking, dodging, fleeing, ranged logic, and much more. Also includes big fixes for combat feel, collision, and clarity of special effects. Oh — and the game is now officially Crown of Kings.

Smarter Enemy Combat Tactics

Enemy Targeting Tactics

  • Enemies now select positions around the player rather than charging head-on

  • Simulates flanking and group tactics instead of a crowded front-row mosh pit

  • Before attacking, enemies close in on a staging position nearby, then advance — this prevents all enemies from bee-lining at once

Flank Tactics

  • Fixed animation stuttering caused by competing strafe/walk blend

  • Enemies now pause briefly after reaching flank range, instead of instantly strafing

  • Cooldowns added for changing strafe direction after collisions

  • Flank range now respects both minimum and maximum distance

  • Collision with obstacles will disrupt flanking and trigger cooldown resets

Dodge Tactics

  • Enemies now roll in the direction they’re facing (instead of always facing the player)

  • Dodging now triggers even when an enemy is mid-action (e.g., attacking, aiming, summoning)

  • Chance to dodge increases as enemy HP drops

  • Latency fixes for dodge-related scripting

Flee Tactics

  • Fleeing enemies now find safe zones far enough away to regenerate health

  • If the player pursues too closely, the enemy can be forced out of Flee state

  • If regeneration doesn’t kick in within a few seconds, the enemy will seek a new safe zone

  • Once healed or timeout expires, enemies return to patrol

Ranger Tactics

  • Completely rewritten for improved AI pacing and reduced overhead

  • Enemies with ranged weapons now behave more tactically and less chaotically

Stomp Attack

  • Increased damage to make Stomp attacks feel threatening

  • Still telegraphed with ample time to dodge — but punishing if ignored!

Ranged Attack Overlap Fix

  • Enemies can no longer shoot while performing other actions (like melee)

  • Prevents payloads from spawning with no animation or logic context

No More Shooting Through Walls

  • Fixed issues with both enemies and players firing through doors or walls

  • No more free hits through geometry — fight fair or reposition

Improved Visual Feedback & Effects

Curse Cloud Tweaks

  • Player movement speed now returns within 1–2 seconds after exiting AoE

  • Previously took much longer to recover — this feels tighter and more readable

Sticky Arrows & Bolts

  • Projectiles now stick into wood and enemies

  • Destroy themselves after a few seconds

  • Enemy hit zones (head, torso, limbs) apply bonus damage

  • Feels punchy and rewards precision

Sticky Payload Cleanup

  • Effects and particles on embedded projectiles now deactivate properly

  • No more floating lights or lingering VFX when stuck arrows expire

Map Visual FX

  • The map’s background now moves together with the map — like parchment, not a transparent overlay

Trap Conduit Glow

  • Trap conduits now glow faint red when active

  • Makes it easier to trace where the trap’s control switch is located

  • Toggle glow on/off by flipping the trap switch

Controls & Collision Polish

Weapon Collision Interpolation

  • Weapon hit detection now accurately follows the swing path using fixed interpolation

  • Raycasts were previously misaligned — now fixed and verified to be working as intended

Xbox Controller Fix

  • Walking slowly with the stick no longer causes foot-slide

  • Animations now scale down naturally instead of freezing

Doorway Bottlenecks (Partial Fix)

  • Navmesh and crowding logic improved slightly

  • Still some pushing/vibrating when >5 enemies compete for a choke point

  • Ongoing work — will improve in future builds

World Systems & Dungeon Improvements

Lich King Boss Placement

  • Lich King will no longer appear in random dungeons (this was not intended

Source

Steam News / 30 July 2025

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