We Who Are About To Die
Steam News 20 November 20256mo ago

WWAATD EA v0.87 General Patch (AI, Balancing, Bugfixes)

AVE ASPIRANTS! V0.87 is OUT NOW! v0.87 is primarily another balancing patch but we also addressed some of the more pressing bugs. From our testing, the difficulty and general flow of the new AI is in a much better spot…

Update log

Full We Who Are About To Die update

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

Extracted changes

1 fix3 additions6 changes0 removals
  • Fixes
  • Balance
  • Gameplay
  • Maps
fixedV0.87 is OUT NOW!v0.87 is primarily another balancing patch but we also addressed some of the more pressing bugs.
addedV0.87 is OUT NOW!From our testing, the difficulty and general flow of the new AI is in a much better spot now. We've added breathing room, new attack movement logic, and custom code to improve flow of 1vsMany situations and reduce team damage. Additionally, Commoner, Gladiator and Lionslayer now all feel very distinct and the pressure ramps up dramatically as we've scaled the AI's abilities more based on the difficulty setting.
changedAI behavior and Combat balancing changesThe distance at which they defensive circle is reduced to 3.5 meters from 6. They hang around close but not too far (we call this the "Kung Fu circle")
changedAI behavior and Combat balancing changesIn assymetrical fights the AI has increasingly more bias towards Overhead and Stabs to reduce team damage. Even more bias against left and right slashes (the widest one)
changedAI behavior and Combat balancing changesReduced AI maximum max stamina from 200 to 180. (Player remains at 200.)
changedAI behavior and Combat balancing changesFurther damage model balancing. Note: AI and player have the exact same damage model (on the normal "Gladiator" mode) Reduced influence of Stamina on damage output (meaning more damage when tired) Increased influence of velocity of attack on damage output (More damage at higher skill & raw velocity)
Reduced AI maximum max stamina200 to 180

AVE ASPIRANTS!

V0.87 is OUT NOW!

v0.87 is primarily another balancing patch but we also addressed some of the more pressing bugs.

From our testing, the difficulty and general flow of the new AI is in a much better spot now. We've added breathing room, new attack movement logic, and custom code to improve flow of 1vsMany situations and reduce team damage. Additionally, Commoner, Gladiator and Lionslayer now all feel very distinct and the pressure ramps up dramatically as we've scaled the AI's abilities more based on the difficulty setting.

Give it a go and let us know if you agree it's playing better! Best place to do so is on Aegic's Discord (though I regularly read Steam discussions and comments as well!)

AI behavior and Combat balancing changes

  • AI now hangs back a bit and moves in to attack instead of being in melee range all the time.

    • Melee range itself is a tad further out, adding breathing space

  • When not attacking, the AI will default to a slow circling mode

  • Retreating distance is clamped to max 5 meters from theoretically infinite (just timed out, but sometimes they could retreat very far as there's randomness involved)

  • In any very assymetrical fights in Gladiator difficulty, usually only two enemies will be "on" you now (previously 3-4). Any more than that will enter "defensive circling", hanging back waiting for their turn

    • On Lionslayer difficulty it's 3, on Commoner difficulty its now 1 at a time

    • The turn taking is based on Stamina. Tired characters will fall back and a more energised one will take his place.

  • The distance at which they defensive circle is reduced to 3.5 meters from 6. They hang around close but not too far (we call this the "Kung Fu circle")

  • In assymetrical fights the AI has increasingly more bias towards Overhead and Stabs to reduce team damage. Even more bias against left and right slashes (the widest one)

  • The emergent AI really wanted to surround the player "optimally" on the left and right side, sometimes even wrapping behind, which didn't feel fun. In the most common case of 2 enemies attacking, they will stay more in front of the player now, making it much nicer to fight

    • With 3 or more on you, the AI will circle you as before, including hard flanks. Lionslayer players beware!

  • Reduced AI maximum max stamina from 200 to 180. (Player remains at 200.)

  • Further damage model balancing. Note: AI and player have the exact same damage model (on the normal "Gladiator" mode)

    • Reduced influence of Stamina on damage output (meaning more damage when tired)

    • Increased influence of velocity of attack on damage output (More damage at higher skill & raw velocity)

Career & Balancing

  • Redesigned the Character Trait Collector. Players will gain +100 fame per week per matching Attribute among owned equipment + a -25% Shop Rerolls base cost.

  • Map generation has been rebalanced. Quite a few small changes but generally speaking, there will be less Inner City maps (Slums, Plaza, Market, Terraces) and more of the others for added variety. Ultra late game maps will also bias more towards middle or later game maps with a small chance to still roll early game maps

  • Slightly reduced Audience Favor gravitation to "neutral" (meaning actions that give positive or negative audience favor are a bit stickier over time.)

  • Slight damage nerf on Dormori Daka (primarily with Draft in mind)

  • Elite Cultivator Cren now has 1 less minion, moved spawning around so he spawns alone at the last wave

Source

Steam News / 20 November 2025

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