From 63b0f05b43de6b73b66f9dd3d5f9bfdd63db8eb4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lancelot=20de=20Ferri=C3=A8re?= Date: Tue, 18 Aug 2026 15:01:39 +0200 Subject: [PATCH] UnitAI: keep chasing on forced orders. Following 38b33b0484, units on aggressive stance no longer chase beyond their own vision, including on player-forced orders. This fixes that regression. (Note that approaching and chasing are a bit inconsistent). --- binaries/data/mods/public/simulation/components/UnitAI.js | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/binaries/data/mods/public/simulation/components/UnitAI.js b/binaries/data/mods/public/simulation/components/UnitAI.js index 79c7d97fef..01c5b0d1a4 100644 --- a/binaries/data/mods/public/simulation/components/UnitAI.js +++ b/binaries/data/mods/public/simulation/components/UnitAI.js @@ -5608,8 +5608,7 @@ UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force) // Check if we should chase based on stance if (this.GetStance().respondChase) { - // If we're allowed to chase beyond vision, always chase - if (this.GetStance().respondChaseBeyondVision) + if (force || this.GetStance().respondChaseBeyondVision) return true; // Otherwise, only chase if the target is within our personal vision