In certain specific circumstances, hostile AI will stop engaging, even with viable targets in range.
Steps to reproduce:
- In a standard Survival mode world, build a town with door or gate blocking free entrance into your town
- Set a strict defense mode on military parties and place those defense flags such that the defense zone only modestly extends over the perimeter (30ish% percent into hostile territory), as well as the gate/door.
- Evolve a Trapper into a Shepherd, and define a decent-sized sheep pasture just outside your town’s perimeter, on the other side of the gate.
- Wait for a raid to spawn and someone to charge in for an attack.
- Observe the attacker stop when almost about to enter your military’s defense zone(s), and lose all apparent aggro. They will not attempt to kill livestock or attack the shepherd when retrieving wool or dropping feed.
- Observe the attacker move in small fits and starts, and if close enough (but not quite inside the defense zone), your defending military will start to get visibly twitchy too, but will continue respecting the defend order.
- Archers, if of sufficient level to have a long firing range, may take shots at the attacker once it twitches its way in range, even if the attacker is not yet inside the defense zone.
Other than the above, hostiles will rarely enter defense zones and so long as all your military are set in defense mode, no one will run out to instigate a fight either, resulting in indefinite, near-peaceful game conditions. Since this is in Survival mode, I feel these are bugs, and that mobs should press attacks on doors regardless of the player’s military posture.
Version Number and Mods in use:
A17 R566 x64, debug tools only