Bandit raids have been overhauled with new tactical behaviors that make every encounter feel more deliberate.
Dive-and-regroup is the new standard assault pattern. Rather than charging straight in and holding position, bandit fighters now advance, commit to a burst of attacks, then pull back to regroup before pressing again. This gives them staying power in extended engagements — they won’t burn out in the first thirty seconds.
Edge luring is the more dangerous new behavior. Flanking bandits will bait individual defenders — or you — toward the edge of the village perimeter, away from the main fight. If they succeed in isolating a target, the main group surges in while your defense is split. Staying near chokepoints and keeping your defenders close counters this effectively.
When a bandit group is clearly losing, they now execute organized retreats rather than fighting to the last. The leader calls the withdrawal, fighters disengage in sequence, and the group reforms at a distance. This opens up the possibility of pursuit — or of bandits returning with reinforcements.
After a raid or boss fight, your companions and war party allies now regenerate HP. Previously, post-combat HP loss was permanent until you used a potion. Defenders who survive a village raid also recover, so a village that successfully repels an attack doesn’t start the next day crippled.
New achievements track bandit kills and war kills separately, giving dedicated fighters a reason to engage every encounter aggressively.
See bandit encounters for the full tactical overview.