The northern part of Highlands was busy, while the south saw almost no attacks. Making the map large had not made the bots use all of it. The review found several rules steering the same groups toward the same places, along with a bridge that a player could cross but a bot could not plan a route through.
Giving smaller teams a way to spread out
Spawn rows and squad roles shared a six-player pattern. That tended to give northern groups attacking jobs and southern groups screening or harassment jobs. A small team did not even fill enough places to reach the third deployment row.
Squads now adapt from two to six members, and the first three deployment groups can receive attacking assignments. Membership persists through deaths. When assigning objectives, the controller also counts squads waiting for their next decision, so their existing commitments are not overlooked. A marching assignment expires after 30 seconds without useful progress toward its destination.
Combat decisions needed adjustment too. A bot now chooses its spacing for the weapon it is actually using for the attack. A squad equipped entirely with bows still keeps members on capture duty, and a harassment squad with no immediate fight can finish taking an empty gate. Capturers stay inside their court instead of giving up progress to chase a distant opponent.
Repairing the route the bots could see
The southern bridge was walkable down its center, but the navigation graph—the sampled points and connections bots use to plan routes—was disconnected. Cover blocked nearby rows of that sampling grid. Successfully walking a player across the bridge did not test those connections.
Moving the cover one world unit outward reconnected the graph without removing the bridge's objects or changing its materials and overall layout. The graph's local bank-to-bank route had previously taken detours with an estimated travel time of roughly four minutes. After the change, it was about 33 seconds in either direction. These are route estimates, not a promise about every bot's travel time during a fight.
The tests now cover all six bridges, including commands that actually send bots across the repaired crossing with chi-jumps both enabled and disabled.
Watching where the fights went
In the retained three-minute, 64-bot comparison, recorded southern attack events rose from zero to 145, and the southern bridge registered 18 crossings. Smaller populations also used the south. The north remained busier. These observations show that the repaired routes received traffic and attacks; they do not impose an equal regional quota or guarantee the same result for every random seed.
The controller still updates assignments on a two-second cadence and limits route planning to four plans per simulation tick. It does not search globally for new paths every rendered frame. Human play is still needed to judge the broader strategy and reinforcement pace.
The review also found ordinary arena bots inheriting Shogun's long weapon standoff distances. Those distances now apply only to Shogun. In free-for-all, Teams, Capture the Flag, Scroll and Demolition, ranged bots continue along their normal patrol or objective route while aiming and firing.

