<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Gameplay</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>Recent changes to Gameplay</description><atom:link href="https://sourceforge.net/p/openkb/wiki/Gameplay/feed" rel="self"/><language>en</language><lastBuildDate>Thu, 27 Nov 2014 01:39:00 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/openkb/wiki/Gameplay/feed" rel="self" type="application/rss+xml"/><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v51
+++ v52
@@ -417,12 +417,9 @@

 Each continent has a number of 'friendly foes' that wish to join you instead of fighting.

-When you bump one, a troop type and number is generated and a yes/no prompt is presented. In any event the foe is erased from the map.
-
-- How are foe numbers and types are generated ?
-- Can generator present more than max?
-
-Unknown!
+When player encounters one, a troop type and number are generated, according to "Populating foe" algorithm described in "World Salting" above, and a yes/no prompt is presented. If player's army has no free slots (and non-free slots of same troop type do not count here), than friendly foe vanishes, without giving player a chance to accept it.
+
+In any event the foe is erased from the map.

 ### Towns

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Thu, 27 Nov 2014 01:39:00 -0000</pubDate><guid>https://sourceforge.netcad5433911ca6393f5ef9fe2bd347ae2687fe37f</guid></item><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v50
+++ v51
@@ -1,4 +1,8 @@
 ** This page lists all internal gameplay mechanics and is VERY SPOILERISH. For non-spoiler version, consider reading the [Manual] page instead. **
+
+[TOC]
+
+** YOU HAVE BEEN WARNED! SPOILERS AHEAD! **

 ## World

@@ -409,6 +413,17 @@
 Note, that BASE_ and EXTRA_ should not be treated as MIN_ and MAX_, it's actually
 " rand(1, EXTRA_) + BASE_ ", as per algorithm above.

+### Friendly Foe
+
+Each continent has a number of 'friendly foes' that wish to join you instead of fighting.
+
+When you bump one, a troop type and number is generated and a yes/no prompt is presented. In any event the foe is erased from the map.
+
+- How are foe numbers and types are generated ?
+- Can generator present more than max?
+
+Unknown!
+
 ### Towns

 There are 26 towns, each mapped to a castle, so different towns provide different information regarding castle garrisons.
@@ -452,34 +467,34 @@

 Each castle has a hard-coded difficulty level, that determines what monsters spawn there (see "Castle Population" in "World Salting" above), during salting and at the end of week (if you leave a castle un-garrisoned).

-   CASTLE        DIFFICULTY   TOWN
-
-   Azram         00           0x03
-   Basefit       01           0x0E
-   Cancomar      00           0x07
-   Duvock        01           0x10
-   Endryx        02           0x0C
-   Faxis         00           0x16
-   Goobare       02           0x12
-   Hyppus        02           0x15
-   Irok          00           0x11
-   Jhan          01           0x13
-   Kookamunga    00           0x0D
-   Lorsche       02           0x05
-   Mooseweigh    01           0x09
-   Nilslag       00           0x0F
-   Ophiraund     00           0x0B
-   Portalis      00           0x02
-   Quinderwitch  01           0x08
-   Rythacon      00           0x00
-   Spockana      03           0x06
-   Tylitch       02           0x04
-   Uzare         03           0x01
-   Vutar         00           0x14
-   Wankelforte   00           0x18
-   Xelox         02           0x0A
-   Yeneverre     01           0x17
-   Zyzzarzaz     03           0x19
+  CASTLE      | DIFFICULTY | TOWN
+  ------------|------------|-----
+  Azram       | 00         | 0x03
+  Basefit     | 01         | 0x0E
+  Cancomar    | 00         | 0x07
+  Duvock      | 01         | 0x10
+  Endryx      | 02         | 0x0C
+  Faxis       | 00         | 0x16
+  Goobare     | 02         | 0x12
+  Hyppus      | 02         | 0x15
+  Irok        | 00         | 0x11
+  Jhan        | 01         | 0x13
+  Kookamunga  | 00         | 0x0D
+  Lorsche     | 02         | 0x05
+  Mooseweigh  | 01         | 0x09
+  Nilslag     | 00         | 0x0F
+  Ophiraund   | 00         | 0x0B
+  Portalis    | 00         | 0x02
+  Quinderwitch| 01         | 0x08
+  Rythacon    | 00         | 0x00
+  Spockana    | 03         | 0x06
+  Tylitch     | 02         | 0x04
+  Uzare       | 03         | 0x01
+  Vutar       | 00         | 0x14
+  Wankelforte | 00         | 0x18
+  Xelox       | 02         | 0x0A
+  Yeneverre   | 01         | 0x17
+  Zyzzarzaz   | 03         | 0x19

 When you leave a garrison in the castle, you pay them off in gold one last time (= weekly pay).

@@ -518,6 +533,12 @@

 For field combat, player army starts on the left and foe army stands to the right.
 Some obstacles are randomly generated in between.
+
+    1....1
+    2....2
+    3....3
+    4....4
+    5....5

 The algorithm for obstacle generation is unknown, but ANY approximation will look good.

@@ -530,10 +551,10 @@
  * Ammo counter (ranged attacks left)
  * Action counter (acted this turn)
  * Retaliation flag (retaliated this turn)
+ * Retaliation Count (retaliate with full numbers even after kills have been made)
  * X position on battlefield
  * Y position on battlefield

-Damage &amp;amp; type of damage (magic, non-magic).
 Hit points.
 Skill level.

@@ -561,11 +582,11 @@
  * dragons are immune to magic (that includes ranged attacks from archmages and druids).
  * trolls regenerate hit points between turns.

-### Between turns.
+### Between turns

 1. Reset retaliation flags for attacking side.

-### End of turn.
+### End of turn

 1. Remove all injury from units with Regenerate ability (Trolls).
 2. Reset move and act flags.
@@ -673,11 +694,12 @@
        else
            if (units[t_UID].dead)
                units[t_UID].coords = 0xFF
-#### Spoils of war
+
+### Spoils of war

 Value is calculated *before* the battle. Resulting gold is the sum of all troops' (spoils factor, multiplied by 5, multiplied by troop count).

-#### Villain escape
+### Villain escape

 When player wins a battle against a villain, but lacks proper contract, villain escapes to the next random castle *not owned by another villain*. Castles owned by players and random monsters are fair game. Then, he gains control of whatever army is stationed in that castle.

@@ -727,7 +749,7 @@

 ## Spells

-#### Combat spells
+### Combat spells

   * Clone (2000)        = increase stack by a number of units, equal to `10 hit points * spell power + injury`, accurately assigns new injury (clone remainder)
   * Teleport (500)      = move any unit, friendly or foe, onto an open square
@@ -737,7 +759,11 @@
   * Resurrect (5000)    = causes N dead units in a stack to come back to life, where N is equal to spell power. If maximum initial count is reached, and is capped against, injury is healed. 
   * Turn Undead (2000)  = deal `50 * spell power` holy damage

-#### Adventure spells
+Questions:
+
+- Freeze spell duration?
+
+### Adventure spells

   * Bridge (100)        = build 2 (or less) tiles of bridge over water tiles
   * Time stop (200)     = stops time for `10 * spell power` steps, resets to 0 if you move over desert tile
@@ -749,18 +775,20 @@

 Instant Army table:

-    Rank  Knight    Paladin   Sorceress  Barbarian  MULTIPLIER
-       0  Peasants  Peasants  Sprites    Peasants       3
-       1  Militia   Militia   Gnomes     Wolves         2 
-       2  Archers   Archers   Elves      Orcs           1 
-       3  Knights   Cavalry   Druids     Ogres          1
-
-# Mods
-
-## Real-time Adventure
+  Rank| Knight  | Paladin | Sorceress| Barbarian |MULTIPLIER
+  ----|---------|---------|----------|-----------|----------
+     0| Peasants| Peasants| Sprites  | Peasants  |    3
+     1| Militia | Militia | Gnomes   | Wolves    |    2 
+     2| Archers | Archers | Elves    | Orcs      |    1 
+     3| Knights | Cavalry | Druids   | Ogres     |    1
+
+
+## Mods
+
+### Real-time Adventure

 In some versions of the game (MD, QFDBS), the overworld adventure happens in real-time. You and your foes move by pixels, and not by tiles; days pass by on their own.

-## Troop cast
+### Troop cast

 In some version of the game (which?) spells are cast by troops and not heroes. TODO: Explore this.
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Thu, 27 Nov 2014 00:41:56 -0000</pubDate><guid>https://sourceforge.netcc33ab77e3be602413714cba4ad1e8c63b3fa9b9</guid></item><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v49
+++ v50
@@ -538,6 +538,20 @@
 Skill level.

 Waiting.
+
+### Statuses
+
+Out-of-control: troop moves on it's own. Can attack both sides.
+
+Frozen: under the effect of the freeze spell. Can't move.
+
+### Damage types
+
+Physical: Comes from Melee and Ranged attacks. Can not be blocked.
+
+Arcane: Comes from magical creatures' Ranged attacks and spells. Immune creatures receive no damage.
+
+Holy: Comes from Turn Undead spell. Non-demonic creatures receive no damage.

 ### Special abilities

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Thu, 19 Dec 2013 22:29:14 -0000</pubDate><guid>https://sourceforge.netcac6ca78f15071bd7819bc0dd09d345cdc805baf</guid></item><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v48
+++ v49
@@ -714,22 +714,24 @@
 ## Spells

 #### Combat spells
-  * Fireball (1500)    = `25 * spell power`
-  * Lightning (500)    = `10 * spell power`
-  * Turn Undead (2000) = `50 * spell power` vs. vampires, ghosts, skeletons, zombies
-  * Teleport (500) = move any unit, friendly or foe, onto an open square
-  * Freeze (300) = cause one unit to not move (it can still attack adjacent)
-  * Resurrection (5000) = causes N dead units in a stack to come back to life, where N is equal to spell power. If maximum initial count is reached, and is capped against, injury is healed. 
-  * Clone (2000) = Increases stack by a number of units, equal to 10 hit points * spell power + injury, accurately assigns new injury (clone remainder)
-
-#### Adventuring spells
-  * Bridge (100) = build 2 (or less) tiles of bridge over water tiles
-  * Time stop (200) = stops time for `10 * spell power` steps, resets to 0 if you move over desert tile
-  * Town Gate (500) = go to any town you have previously visited ("gate" coordinates are used)
-  * Castle Gate (1000) = go to any castle you previously visited
+
+  * Clone (2000)        = increase stack by a number of units, equal to `10 hit points * spell power + injury`, accurately assigns new injury (clone remainder)
+  * Teleport (500)      = move any unit, friendly or foe, onto an open square
+  * Fireball (1500)     = deal `25 * spell power` magic damage
+  * Lightning (500)     = deal `10 * spell power` magic damage
+  * Freeze (300)        = cause one unit to not move (it can still attack adjacent)
+  * Resurrect (5000)    = causes N dead units in a stack to come back to life, where N is equal to spell power. If maximum initial count is reached, and is capped against, injury is healed. 
+  * Turn Undead (2000)  = deal `50 * spell power` holy damage
+
+#### Adventure spells
+
+  * Bridge (100)        = build 2 (or less) tiles of bridge over water tiles
+  * Time stop (200)     = stops time for `10 * spell power` steps, resets to 0 if you move over desert tile
+  * Find Villain (1000) = show the current contract's villain's location (castle)
+  * Castle Gate (1000)  = go to any castle you previously visited
+  * Town Gate (500)     = go to any town you have previously visited ("gate" coordinates are used)
+  * Instant Army (1000) = as long as you have an open stack or have that unit, you get `(spell_power + 1) * rank_multiplier` of units without paying any gold
   * Raise Control (500) = increase Leadership by `100 * spell power` till end of week
-  * Find Villain (1000) = show the current contract's villain's location (castle)
-  * Instant Army (1000) = as long as you have an open stack or have that unit, you get `(spell_power + 1) * rank_multiplier` of units without paying any gold

 Instant Army table:

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Wed, 18 Dec 2013 00:17:57 -0000</pubDate><guid>https://sourceforge.netfe760414703e4f7be5e54051873b9a78c0bdf0ef</guid></item><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v47
+++ v48
@@ -51,21 +51,9 @@
    Table: villains per continent
            06 04 04 03

-   Table: number of "dark" castles per continent
-          0A 05 05 02
-   
-   Table: "dark" castles (per continent)
-           00 02 05 08 0A 0D 0E 0F 11 15 16
-           01 03 09 0C 10 18
-           04 06 07 0B 13 17
-           12 14 19
-
-    Note: different continents can and do have different number of
-    "dark" castles.
-   
 1. Give all castles to monsters. All castles start as "unoccupied".
 2. On each continent, repeat villains_per_continent times:
-   A. Find random "dark" castle, that is *unoccupied*
+   A. Find random castle, that is *unoccupied*
    B. Give ownership to villain.
    C. Occupy, using pre-determined troops and numbers:
 3. Populate rest of the castles, still owned by monsters (see below).
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Tue, 17 Dec 2013 23:51:15 -0000</pubDate><guid>https://sourceforge.net68909ce48e98dc092d2c817035960c1f7b1c3bd4</guid></item><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v46
+++ v47
@@ -295,14 +295,6 @@
    Giants     200      2        50
    Demons     300      1        25
    Dragons    500      1        25
-
-Most of the calculations are performed on the whole stack, and not a single troop, so those values are used:
-
-Count = Number of troops in stack
-Final spoils value (TSpoils) = Spoils * 5 * Count
-Total melee damage (TMelee) = Melee * Count
-Total ranged damage (TRanged) = Ranged * Count
-Total weekly cost (G-Cost) = WCost * Count

 ## Adventure

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Tue, 03 Dec 2013 03:43:42 -0000</pubDate><guid>https://sourceforge.netb3ee3f508cbd926b671993a34acad9769466d553</guid></item><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v45
+++ v46
@@ -526,17 +526,20 @@

 ## Combat

-There are a few hidden things in battle.
- * clone remainder - if Clone spell is cast, you get 10 * spell power of hit points added (except Dragons). However, this may result in a fractional unit. Use floor(Clone increment, hit points for that unit) but remember clone remainder.
- * resurrection remainder (similar to clone) (killed followers even if resurrected are added to followers killed)
- * current units
- * current hit points - units with more than 1 hit points may be "injured" or have less than full hit points. E.g., 1 Giant vs. 1 Dragon, each will not inflict enough in one round on each other - must remember current hit points.
-
-Then special abilities:
- * vampires will lose whatever damage is inflicted on them, but will add whatever damage they inflict (* cannot exceed initial hit points); killed vampires will still get added to followers killed
- * ghosts will add units (10 hp each) equal to the number of enemy units slain
- * demons have some chance of halving an enemy troop
- * dragons are immune to magic and two units (Freeze, Teleport, Fireball, Lightning Bolt, any melee attacks from Peasants, Sprites, and range attacks from Archmages and Druids).
+There are two types of combat: "field combat" and "castle siege".
+
+During siege, the level layout is predetermined with castle tiles. Player army starts at the bottom of the screen, and garrison stands on the top.
+
+    #3124#
+    #.5..#
+    #....#
+    #534.#
+    ##12##
+
+For field combat, player army starts on the left and foe army stands to the right.
+Some obstacles are randomly generated in between.
+
+The algorithm for obstacle generation is unknown, but ANY approximation will look good.

 ### Unit

@@ -546,17 +549,23 @@
  * Moves counter (move points spent/left)
  * Ammo counter (ranged attacks left)
  * Action counter (acted this turn)
- * Retaliation counter (retaliated this turn)
+ * Retaliation flag (retaliated this turn)
  * X position on battlefield
  * Y position on battlefield

 Damage &amp; type of damage (magic, non-magic).
 Hit points.
-Special abilities.
 Skill level.

-Turns.
 Waiting.
+
+### Special abilities
+
+ * vampires will gain whatever damage they inflict as hit points, growing own stack (cannot exceed initial troop count).
+ * ghosts will add units equal to the number of enemy units slain.
+ * demons have a 10% chance of halving an enemy troop in addition to regular damage.
+ * dragons are immune to magic (that includes ranged attacks from archmages and druids).
+ * trolls regenerate hit points between turns.

 ### Between turns.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Tue, 03 Dec 2013 03:40:54 -0000</pubDate><guid>https://sourceforge.net3d438e1cd1c5f3249a6fa13a24d2f3cfb391d981</guid></item><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v44
+++ v45
@@ -682,8 +682,6 @@

 ### Combat AI

-Note: this description is incomplete, and algorithms are unverified against all edge cases.
-
 1. If unit is blocked (has enemies surrounding it):
     1. Pick close target.
     2. Attack!
@@ -694,7 +692,7 @@
     1. Pick distant target.
     2. Resolve destination.
     3. If possible: Fly!
-    4. If not possible: Wait! (unverified)
+    4. If not possible: Wait!
 4. Unit can walk:
     1. Pick distant target.
     2. Resolve destination.
@@ -705,31 +703,24 @@

 After Attacking, Shooting or Waiting, the turn passes on as usual.

-Unanswered questions: 
-
-* what takes precedence: shooting or flying? There are no units that can do both, but assuming there were, what would AI pick? Unknown.
-
 #### Target picking

-For distant targets, units with maximum ranged attack are picked.
-
-For close targets, units with maximum melee attack are picked.
-
-Unanswered questions: 
-
-* does that mean MaxMelee * Count / MaxRanged * Count, or RND average, or what? Unknown.
-* is there an actually a "troop danger" table hidden? maybe AI actually uses that?
+For distant targets, shooting units are picked. If there are no shooting units, units with minimum troop hp are picked.
+
+For close targets, units with minimum troop hp are picked.
+
+Neither check involves troop stack count, i.e. Peasants are always picked first, because
+they have 1 HP. Even if there are 200 in the stack.
+
+Note: this is rather disappointing. I was hoping the AI would have more tricks up it's sleeve.

 #### Move resolving

 Units steadily move to their targets. AI never does stupid moves, and if there are no
 unoccupied tiles (that would make the Pythagorean distance between it and it's target smaller) around it, it waits.

-Similar rules apply to Flying units: but they choose from tiles around their target and not
-around themselves.
-
-* what will a flying unit do if it's immediate target is un-available? will it fly
-a shorter distance, will it walk, or will it just wait?
+Similar rules apply to Flying units: closest (to origin), unoccupied, adjacent to target unit tile is picked, and if none are available, AI waits.
+

 ## Spells

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Tue, 03 Dec 2013 03:18:52 -0000</pubDate><guid>https://sourceforge.net3d4f23f8c63cbfec1171d2cc755daecb2690dbdb</guid></item><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v43
+++ v44
@@ -685,21 +685,21 @@
 Note: this description is incomplete, and algorithms are unverified against all edge cases.

 1. If unit is blocked (has enemies surrounding it):
-   1. Pick close target.
-   2. Attack!
+    1. Pick close target.
+    2. Attack!
 2. If unit has ranged shots (and ammo):
-   1. Pick distant target.
-   2. Shoot!
+    1. Pick distant target.
+    2. Shoot!
 3. If unit can fly:
-   1. Pick distant target.
-   2. Resolve destination.
-   3. If possible: Fly!
-   4. If not possible: Wait! (unverified)
+    1. Pick distant target.
+    2. Resolve destination.
+    3. If possible: Fly!
+    4. If not possible: Wait! (unverified)
 4. Unit can walk:
-   1. Pick distant target.
-   2. Resolve destination.
-   3. If possible: Walk!
-   4. If not possible: Wait!
+    1. Pick distant target.
+    2. Resolve destination.
+    3. If possible: Walk!
+    4. If not possible: Wait!

 After Walk and Fly actions take place, the algorithm is repeated.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Mon, 02 Dec 2013 21:16:55 -0000</pubDate><guid>https://sourceforge.net63995c82ecc978154d9f665c9a157b66b719fb66</guid></item><item><title>Gameplay modified by driedfruit</title><link>https://sourceforge.net/p/openkb/wiki/Gameplay/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v42
+++ v43
@@ -680,6 +680,57 @@

 Thus, it seems villains can get control of EMPTY armies, in case player's empty castle is chosen. TODO: verify this.

+### Combat AI
+
+Note: this description is incomplete, and algorithms are unverified against all edge cases.
+
+1. If unit is blocked (has enemies surrounding it):
+   1. Pick close target.
+   2. Attack!
+2. If unit has ranged shots (and ammo):
+   1. Pick distant target.
+   2. Shoot!
+3. If unit can fly:
+   1. Pick distant target.
+   2. Resolve destination.
+   3. If possible: Fly!
+   4. If not possible: Wait! (unverified)
+4. Unit can walk:
+   1. Pick distant target.
+   2. Resolve destination.
+   3. If possible: Walk!
+   4. If not possible: Wait!
+
+After Walk and Fly actions take place, the algorithm is repeated.
+
+After Attacking, Shooting or Waiting, the turn passes on as usual.
+
+Unanswered questions: 
+
+* what takes precedence: shooting or flying? There are no units that can do both, but assuming there were, what would AI pick? Unknown.
+
+#### Target picking
+
+For distant targets, units with maximum ranged attack are picked.
+
+For close targets, units with maximum melee attack are picked.
+
+Unanswered questions: 
+
+* does that mean MaxMelee * Count / MaxRanged * Count, or RND average, or what? Unknown.
+* is there an actually a "troop danger" table hidden? maybe AI actually uses that?
+
+#### Move resolving
+
+Units steadily move to their targets. AI never does stupid moves, and if there are no
+unoccupied tiles (that would make the Pythagorean distance between it and it's target smaller) around it, it waits.
+
+Similar rules apply to Flying units: but they choose from tiles around their target and not
+around themselves.
+
+* what will a flying unit do if it's immediate target is un-available? will it fly
+a shorter distance, will it walk, or will it just wait?
+
 ## Spells

 #### Combat spells
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">driedfruit</dc:creator><pubDate>Mon, 02 Dec 2013 21:12:35 -0000</pubDate><guid>https://sourceforge.netc5c03f34151cc12e38b7eaf68b1cfccfc7fcab87</guid></item></channel></rss>