sygnał

Building the definitive Witcher 3 combat mod.

The water-hag encounter

A short fight with a Bilge Hag shows crossbow fire, sword strikes and ranged pressure. A debug panel displays observations retained in the hag's memory.

Bilge Hag, a fight at the water’s edge

The problem

Higher level enemies are just sponges.

I have completed The Witcher, played The Witcher 2 twice, and now I’m on my fourth playthrough of The Witcher 3. I watched Geralt become a ferocious, capable witcher across those games, only to die at the hand of a deserter in White Orchard.

Too often, the difference between a high-level enemy and a low-level one seems to be only how much health they have and how much damage they do. Coming from the earlier games, that makes the flow of combat feel lore-breaking.

The full-mod vision

Making enemies smarter than just stronger.

Every enemy has a memory now, and as its level increases, so do its memory slots. Every action you take, potions consumed, ranged attacks, bombs thrown, Quen used and more, is stored in the enemy’s memory.

Each enemy has decision trees for combat. In the fight above, the hag can dip and throw when the right conditions are met. sygnał changes those native choices to use what the enemy remembers and take smarter actions.

Enemy scaling then becomes a matter of how many memories it can hold, which signals it knows how to use, perhaps only higher-level enemies respond to a bomb tactic, and how its decision trees answer those signals.

Bilge Hag · Gravehag Logic

Its native behavior tree, illustrated as nameless nodes whose scores change with memory.

Witcher 3 tree asset monster_gravehag_logic.w2behtree Current choice in that asset export 513 · probability selector Game task source · availability btTaskTeleport.ws:747
Your move
Without memory
With sygnał
Memory
    1100

    Built some custom tooling.

    I built a Witcher 3 devkit so an AI agent can inspect a real fight, try a bounded action, and see what happened before choosing the next. A native bridge and persistent debugger let me develop combat in the game itself, not guess from a separate simulator.

    Explore the devkit on Tangled

    Next steps.

    These are still early days. I’ve barely finished with the water hag, but I plan to make small, consistent progress each week. I’ll open-source the mod soon and set up a Discord for feedback. I’m eager to hear what you think.