Hani with laptop and robot cat - Chain Crisis
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CHANGELOG

AI Behavior Trees & Tactics Engine

1.3.0-alphaFEATUREFebruary 13, 2025

156-node behavior tree system. Squad coordination up to 8 units. A* pathfinding variant. 0.2s average decision cycle. Dynamic combat adaptation.

DEV NOTES_

The Tactics Engine is the brain behind every enemy encounter in Chain Crisis. This update represents a complete rebuild of our AI architecture.

We've implemented a 156-node behavior tree system that governs everything from basic movement to complex squad tactics. Enemies can now coordinate in groups of up to 8, flanking, suppressing, and adapting to your playstyle in real-time.

The pathfinding uses a custom A* variant optimized for our level geometry. Decision cycles average 0.2 seconds, which keeps enemies responsive without tanking performance.

What does this mean for gameplay? Enemies feel alive. They'll retreat when wounded, press when they have the advantage, and actually work together instead of acting like isolated threats. A pack of enemies is genuinely more dangerous than the sum of its parts.

This is foundational work. Every future enemy type, every new mission scenario, will benefit from this system. We're excited to see how players adapt to smarter opposition.

Hani with laptop and robot cat - Chain Crisis
FULL CHANGELOG
6 changes
  • Implemented 156-node behavior tree system
  • Squad coordination support for up to 8 units
  • A* pathfinding variant for efficient navigation
  • 0.2s average decision cycle for responsive AI
  • Dynamic combat adaptation based on player tactics
  • Improved enemy retreat and flanking behaviors
AI Behavior Trees & Tactics Engine | Chain Crisis Changelog | Chain Crisis