MAG combat experiments

Recorded fights using the game's real AI, movement and combat. Fixed positions and seed 42; each replay describes its equipment. Open a replay to play, pause or scrub both encounters.

03 · Heal, make space, return

Melee fighters use carried bandages, drink emergency potions, and commit to healing retreats. They circle near the fight while recovering; exhausted supplies mean a longer escape. This version gives each fighter two healing potions alongside the existing ten bandages.

Group fightContact tuningSurvival
Fighters surviving12
Fight duration14.73 s20.78 s
Fighter 2DiesOne retreat, two wraps, one potion

Watch Fighter 2 from about 5 seconds: it creates space, keeps moving when pursued, heals, then returns. Fighter 1 stays in the fight. The solo encounter still ends at 8.68 seconds without a retreat.

02 · Engage an enemy within reach

When a melee NPC's adjacent target is blocked, it can engage another enemy it can already strike. Reachable targets stay locked; taunts and retaliation retain priority.

Group fightBaselineTuned
Zombie 3 moving5.10 s2.27 s
Zombie 3 holding in combat9.00 s12.45 s
Fighters surviving21

The solo fight is unchanged. The group fight becomes more dangerous: Fighter 2 dies before Fighter 1 defeats the last zombie. No damage, armor or healing rules changed.

01 · Original melee baseline

One equipped fighter versus one zombie, and two fighters versus three zombies. Watch Zombie 3 circle the crowded fight while holding its original target.

These are open-ground combat tests, without town routines. Movement totals stop at team defeat. These captures illustrate one deterministic seed; they are not a balance verdict.