Enemy AI
Nine enemy types
Interceptors that ram, snipers that hold range, bombers that lob, carriers that launch fighter screens, swarms that flock — nine archetypes with distinct behaviors, escalating in tiers as sectors get more dangerous.
Behavior-tree brains
The interesting enemies run behavior trees — real decision-making AI, defined
in data files you can read and edit (assets/ai_trees/). Trees re-evaluate every
tick: cut a brawler's energy in half mid-fight and it reacts now, not when its
script gets around to it.
The AI only knows what a pilot could know: its designated target, its own and its target's energy, allies nearby. No map-hacks.
The Menagerie
The Proving Grounds sector keeps a review line of showcase brains — vulture, skirmisher, brawler, sentinel, berserker, pack hunters, jouster — each flying a hull that matches its personality. Fly the line and pick a fight to see each brain's style. Fair warning about the berserker: below 35% energy it stops being cautious and commits completely.
The node editor
The editor's AI tab opens any brain as a node graph — and can watch a live ship fly it, tinting each node green/red as the tree evaluates in real time. Building your own brains is supported and encouraged.