As we know, the enemy behaviour in Kingmaker is pretty rudimentary. Enemies generally just attack the first party member they see, and run straight towards them. That’s why a single tank is quite effective.
In the alpha there’s a difficulty option regarding enemy behaviours, but it’s not yet implemented and we don’t know how it will work.
Here’s my suggestion anyways on this topic. Personally, I’m not interested in some super advanced AI that will always make the best tactical decisions or whatever. Instead, I’d like to see a greater variety of enemy behaviours, with each individual enemy having their own personality. Here’s a simple system I thought up to do this.
Basically, have a big pool of different AI behaviours or profiles, (let’s call them Tags), and then each individual enemy will randomly get several of them.
Tank hater / Melee hater / Archer hater / Arcane hater / Divine hater: The enemy will prefer to attack that particular character type when possible.
Prefers flanking / prefers 1v1: The enemy will prefer to attack characters that another enemy is attacking / enemy prefers to attack characters that aren’t.
Self-preserver / Reckless: The enemy will attack characters that are attacking it / it will risk AoO’s and other dangers to attack its preferred target.
Likes groups / likes space: The enemy will stay close to its allies / the enemy prefers to spread out.
Fears AOE / Ignores AOE: The enemy will try to move out of AOE attacks / the enemy ignores AOE attacks.
I guess the tags I listed above come in groups that are mutually exclusive (fears AOE vs ignores AOE), so the random picking system would need to know not to pick more than one tag from a group.
Different enemy types / races could have higher probabilities to get certain tags. (eg. goblins could have a higher chance to prefer flanking and attacking together, whereas barbarians could have a higher chance of getting tags for 1v1.)
Boss encounters or set piece battles could have tags directly assigned by the developers rather than randomly, to craft specific tactics (eg. archers all get divine hater and arcane hater.)
The goal of this system is for every individual enemy and every battle to behave differently. This particular group of goblins might randomly have many members that like to swarm the first character they see, with a couple of members that like to split off and attack lone characters. Whilst another group of goblins might all spread out and divide themselves across all the party members immediately, etc.