Published using Google Docs
Cult of the Lamb - Bosses AI
Updated automatically every 5 minutes

Leshy (Worm)

Leshy’s AI is a 3 phases AI.

Their flowchart is :

Phase 1 routine :

        Same pattern repeated ad vitam :

Phase 2 routine:

        3 patterns at random, can't have the same twice in a row

Phase 3 :

Heket (Frog)

Frog's AI is a combination of 3 phases and 3 patterns per phase.

Phases shift at 60% and 30% HP

They don't interrupt their ongoing animation when a phase shift threshold is met.

Here is Frog's flowchart :

At each phase, each pattern is associated to a number

The same number cannot repeat twice in a row (important for phase shift)

Phase details with pattern numbers :

p1 :

        1 : Short hop in player direction and burp slow homing flies

        2 : Hop to top of the arena and rapid tongue attack

        3 : Hop to player and targeted mortar attack

p2 :

        1 : Hop to player and random mortar attack

        2 : Short hop in player direction and burp 30% more homing flies than p1.1

        3 : Hop to top of the arena and rapid tongue attack

p3 :

        1 : Small hop in player direction and targeted mortar attack

        2 : Hop to top of the arena and attack with a random amount of tongues

        3 : Small hop in player direction and burp 60% more homing flies than p1.1

Note that every hop has a landing hitbox

Pattern numbers when shifting phase are important. It means that if Frog's last phase 1 attack is tongue attack (p1.2), first phase 2 attack can't be the burping projectiles (p2.2) but instead is a coin flip between another tongue attack (p2.3) and hop to player + mortar (p2.1).

Example in an Eloetan's run : Frog uses p1.3, triggers phase 2, and uses p2.1. Both attacks are mortars but they've been able to chain this way.

Knowing this, we can determine that the first Frog attack is 1/3 odds for each p1 pattern, and every attack after that is a coin flip between 2 determinable options.

It is possible to kill Frog before they hop out of the arena between phases 2 and 3. The time frame is what's left of previous animation + 1sec from hopping to the center of the arena  + 3.5secs of enrage animation.

Kallamar (HolySamuraiPriestSquidTentacleMonstertm)

(“TentacleMonster” is actually their nickname in the game code)

-

Shamura (Spider)

Shamura's AI is very simple. They have moves, that have cooldowns, and want to use them if the cooldown is up in the same order. That’s it.

Their routine consists of :

JumpAction is a coin flip between :

Cooldowns are in seconds but only go down during the “Run to lamb” part of the routine. In other words, cooldowns are frozen during attack animations.

Delay between attacks (aka roughly the duration of the “Run to lamb part”) is randomized before each attack : between .5 and 1 second before roar, and between .3 and .5 second after roar.

Shamura will roar at 50% health (stopping everything they're doing) and do a guaranteed JumpAction, before going back to their routine.

Because attack cooldowns are only reset when an attack is over, if roar interrupts an attack its cooldown will stay at 0.

After the roar, delay between attacks will be reduced, hence inducing more JumpActions and less Zips in the patterns.

Roar will also strengthen the Projectile attack.

tl;dr : as long as you're in range of a Slash attack, first pattern before roar will always be Slash > Projectiles > Slash > Zip > Slash > Projectiles/JumpAction (Projectiles cooldown is not guaranteed to be up)

At 50% HP after roar, they will always go for a JumpAction and go back to where they left the attack cycle. If you didn't see the Zip attack before roar, expect it in the first 3 patterns. Else, expect mainly Slashes, JumpActions, and Projectiles.