Posted October 16, 2017 by Commodore Shawn
I got a little distracted by further work on Maskling AI this week. There are some edge cases where it can get in a state that kills performance. There's more work to guard against that to do, but it's back to a stable state. On a related note, warband on warband combat is in, along with towers, walls, gatehouses, and towers/gatehouses shooting at warbands. Sound effects are also finished, music should be finished as well by tonight or tomorrow. I'm running a few days behind my tentative schedule.
Your citizens will no longer have to rush to gatehouses and towers when under attack, instead they interact with the pop system the same as any other structure. They require a worker to operate, and when operating they can shoot at nearby enemies. So, in a sense they function like 1.4, if you had them set to "Keep Manned". This should keep things simpler, so you can worry about other things, like ordering armies around.
Gatehouses are also simpler than in 1.4. Instead of having open/closed states, they are always passable to allies, and impassible to enemies.
In 1.4 warbands would attack any enemies they saw, and they tended to get "stuck" in combat, regardless of what you wanted them to do. New for 2.0 are combat stances, these determine how a unit will react to enemies. Combat stances can be changed at any time while a unit is selected.
I'm hoping that combat in 2.0 will have more of a tactical feel to it than in 1.4, and reward strategy instead of pure numbers.