AI Guide: Difference between revisions

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PLEASE NOTE: This page is under construction as more info is being documented, and the wording revised.
PLEASE NOTE: This page is under construction as more info is being documented, and the wording revised. The current revision was made before the Horizons End: Dominion Update. (Things like world event locations won't be as correct location, or AI rewards may not be fully updated for Dominion yet)
 
This page serves as a comprehensive, centralized reference manual. All AI-related mechanics, faction data, and ship indices are consolidated here to provide a streamlined experience for pilots navigating ''Horizon’s End.'' It is is intended to serve new and old players alike.


This wiki page includes:
This wiki page includes:
Line 9: Line 11:
* World Event Index – A complete, indexed table of all world events.
* World Event Index – A complete, indexed table of all world events.
* AI Ships Index – A digitized index of all AI ships currently on the server.  
* AI Ships Index – A digitized index of all AI ships currently on the server.  
* AI Ships+ Index – Extra Mechanics Digitzed
* Heat Mechanic Index – Heat Mechanics Digitzed


== What is AI? ==
== What is AI? ==
Line 14: Line 18:


== AI Hunting for New Players ==
== AI Hunting for New Players ==
For this stage, this guide assumes you already have basic starship knowledge. If you don’t yet have a ship suitable for AI hunting, this guide recommends purchasing a Vulcher from an NPC Ship Dealer to begin. Once you have your ship and officially start AI hunting, you must first locate and destroy AI starships. All AI kills provide both XP and credits, making AI encounters a core source of progression and income. AI ships can spawn naturally in space when a player remains in an area for a prolonged period, so you don’t always need a world event to find them.
[[Ruinati0n]] ''Note''
 
For this stage, this guide assumes you already have basic starship knowledge. If you don’t yet have a ship suitable for AI hunting, this guide recommends purchasing a Vulture, from an NPC Ship Dealer to begin. Once you have your ship and officially start AI hunting, you must first locate and destroy AI starships. All AI kills provide both XP and credits, making AI encounters a core source of progression and income. AI ships can spawn naturally in space when a player remains in an area for a prolonged period, so you don’t always need a world event to find them.  
 
=== New Player Progression Path - 1 of 3 - Recommendation ===
 
==== Beginner Route ====
 
* Vulture
* Hunt Horizon Transit
* Hunt Tier 1 Pirates
* Learn evasion
 
==== Intermediate Route ====
 
* Upgrade to Gunship
* Hunt Privateers
* Learn shield angling
* Learn reinforcement control
 
==== Advanced Route ====
 
* Corvette/Frigate
* Hunt aliens
* Farm superconductors
* Fleet combat


AI can be located in two main ways:
=== AI Hunting Methods - 2 of 3 - Mechanics ===


=== AI World Events ===
==== AI World Events - 1 of 2 ====
Use:
Use:


Line 26: Line 55:


This command shows active or upcoming AI world events. These events spawn periodically across different systems and often contain groups of AI ships depending on the event tier.
This command shows active or upcoming AI world events. These events spawn periodically across different systems and often contain groups of AI ships depending on the event tier.
[[File:Encounterstatusimg.png|alt=<nowiki>This was by your's truly, Jp_ToasT ([[user:duckerduk]]</nowiki>|thumb|An in-game screenshot of an example of encounter status]]


=== Natural AI Spawning ===
===== Natural AI Spawning - 2 of 2 - =====
Use:
Use:


Line 40: Line 70:
* Higher activity areas tend to produce more frequent encounters
* Higher activity areas tend to produce more frequent encounters


=== AI Kill Streak / Heat Multiplier System ===
=== AI Kill Streak / Heat Multiplier System - 3 of 3 - Mechanics ===
Horizon’s End includes a kill streak-based modifier system that rewards continuous AI combat.
Horizon’s End features a kill streak-based reward scaling system designed to reward sustained PvE combat activity.
 
* Destroying AI ships builds a kill streak multiplier
* Higher streaks increase:
** Credits earned
** XP gained
** Reward scaling from AI encounters


Streak Behavior
Destroying AI ships consecutively increases a hidden streak multiplier, commonly referred to as “Heat.”


As the streak increases, AI combat becomes progressively more rewarding.Streak Behavior
* The streak increases with each confirmed AI kill
* The streak increases with each confirmed AI kill
* Higher streak values result in greater reward multipliers
* Higher streak values result in greater reward multipliers
* Streak benefits apply primarily during sustained combat sessions
* Streak benefits apply primarily during sustained combat sessions


Persistence Rules
==== Core Mechanics ====
{| class="wikitable"
!Mechanic
!Description
|-
|Kill Streak
|Builds through consecutive AI ship destruction
|-
|Heat Multiplier
|Reward scaling tied to streak progression
|-
|Credit Scaling
|Credits earned increase at higher streaks
|-
|XP Scaling
|XP rewards increase with streak level
|-
|Sustained Combat Bonus
|Long PvE sessions become progressively more profitable
|}
 
==== Streak Behavior ====
{| class="wikitable"
!Behavior
!Description
|-
|Kill Confirmation
|Streak increases after confirmed AI destruction
|-
|Continuous Scaling
|Rewards continue increasing as streak rises
|-
|Combat Incentive
|Encourages prolonged PvE hunting sessions
|-
|Escalation Risk
|Longer streaks often expose players to increasingly dangerous encounters
|}
 
==== Persistent Rules ====
{| class="wikitable"
!Rule
!Description
|-
|Creative Mode
|Heat decay is paused while in Creative
|-
|Server Reset
|Streaks may persist until the daily reset cycle (~5 PM EST)
|-
|Session Continuity
|Players can maintain streaks across multiple encounters
|}
 
==== Gameplay Impact ====
The Heat system significantly changes the profitability of AI hunting.


* In Creative Mode, streak decay is paused
Low-level AI encounters may initially provide limited rewards, but extended hunting sessions can dramatically increase total earnings through streak scaling.
* Streak persistence may last until the server reset cycle (approx. 5 PM EST)


Gameplay Impact
This system encourages:


* Sustained AI hunting can significantly increase earnings over time
* Long-duration PvE sessions
* Higher streaks effectively function as a reward scaling system for active PvE combat
* Efficient AI farming routes
* Sustained survival
* Risk management
* Ship endurance planning


== AI Breakdown ==
== AI Breakdown ==
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** In the Horizon, Trench and AU-0821 systems, 3 extra factions can start naturally spawning, and in those systems all AI factions can spawn
** In the Horizon, Trench and AU-0821 systems, 3 extra factions can start naturally spawning, and in those systems all AI factions can spawn
*** Plant aliens (these are marked with a green unknown signal tag.)
*** Plant aliens (these are marked with a green unknown signal tag.)
*** Bread aliens (there's definitely an official name i just dont remember what it was)
*** Bread aliens (Chifanren)
*** Tsaii (spawns without bait ships, sometimes with a reaver as the capital)
*** Tsaii (spawns without bait ships, sometimes with a reaver as the capital)


=== AI Tiers ===
=== AI Movement, Behavior, and Tiers ===
The following tiers categorize AI performance, movement, and combat logic. Movement and behavior data is derived from community reporting and player observation, notably from Hextagon.


* Tier 1 - Lobotomy/Newbie level [Tier name: EASY]
* '''Tier 1 - Novice [Tier name: EASY]''' These units exhibit limited combat logic; per Hextagon’s observations, they utilize a 5th /dc slot for movement with minimal targeting prediction. They fire their weapons infrequently, making them ideal for new players to practice fundamental PvE mechanics.
** AI is purposefully stupid, they use I believe a 5th /dc slot for movement and almost dont aim, they fire their guns very infrequently and are bad at combat in general, perfect as an introduction to PvE combat for any new player
** ''Contact Bar Identifier:'' 1 Star (✦)
** Their identifier in the contacts bar is 1 emoji
* '''Tier 2 - Mediocre [Tier name: NORMAL]''' These AI utilize the 9th /dc slot for movement and employ direct targeting without movement prediction (leading). While they fire their weapons frequently and represent a step up in difficulty from Tier 1, pilots can evade most fire by maintaining consistent distance.
* Tier 2 - Mediocre [Tier name: NORMAL]
** ''Contact Bar Identifier:'' 2 Stars (✦✦)
** AI moves at the 9th /dc slot from here, they aim directly at their target with no leading (no movement prediction), they fire their guns frequently and are a strong step up from tier 1 AI, but with some distance keeping you can evade most fire from them
* '''Tier 3 - Adept [Tier name: HARD]''' These AI display increased proficiency, incorporating target-leading and a "Fleeing" mechanic. They pose a significant threat in numbers and require consistent evasive maneuvering to engage effectively.
** Their identifier in the contacts bar is 2 emojis
** ''Fleeing:'' When shields are depleted or the hull sustains damage, the AI attempts to retreat up to 500 blocks to allow for full shield regeneration.
* Tier 3 - Adept [Tier name: HARD]
** ''Contact Bar Identifier:'' 1 Unique Faction Emoji
** These AI are relatively skilled, they lead their targets now, fire guns frequently and have a new mechanic that the tier 1 and tier 2 AI don't have - Fleeing. They are a threat in numbers and require mediocre skill from a player pilot to be evasive and keep a proper distance from the AI for the evasion to be useful
* '''Tier 4 - Expert [Tier name: BRUTAL]''' These AI are highly proficient and should be engaged with caution. They represent the strongest "fair-fighting" AI tier and utilize an early-fleeing mechanic. At this level, there is a 30–40% probability that the AI will target the player’s weakest shield facet rather than the center of mass, increasing the lethality of these encounters.
** Fleeing - Once the AI's shields are either close to being cracked or the AI is already taking hull damage, around that time the tier 3 AI enters a fleeing mode - it tries to move up to 500 blocks away from the player and stay there until its shields are fully regenerated to full health.
** ''Contact Bar Identifier:'' 2 Unique Faction Emojis
** Their identifier in the contacts bar is 1 unique emoji, the unique emojis are:
* '''Tier 5 - High-Performance [Tier name: INSANE]''' These AI via there raw states according to Hextagon are cheating. These AI operate at a significantly higher threshold, featuring a 1.1x (110%) speed buff to /directcontrol and the utilization of 60% powermodes that exceed standard player capabilities. Units typically initiate fleeing behavior before taking significant hull damage. Targeting logic is highly precise, with a 90–100% probability of striking the player's lowest-health shield facet, necessitating active shield angling. Evasion is considered extremely difficult for most pilots.
*** for horizon transit
** ''Contact Bar Identifier:'' 1 Rare Faction Emoji
*** for mining guild
*** for pirates
*** for privateers
*** for tsaii
*** for Chifanren (bread aliens)
*** for Watchers (plant aliens)
*** for certain halloween AI and  for the two pumpkin halloween AI
 
* Tier 4 - Expert [Tier name: BRUTAL]
** These AI are skilled and should not be underestimated, they are the strongest fair-fighting AI tier and they also have the fleeing mode which activates earlier, often before they start taking hull damage.
** At this tier, these AI have about a 30-40% chance to target your lowest shield instead of targeting your general center of mass on the ship which makes them already more deadly than they are.
** Their identifier in the contacts bar is 2 unique emojis
* Tier 5 - Aimbot [Tier name: INSANE]
** These AI are tier 4's with cheat codes - they have a 1.1x (aka 110%) /directcontrol speed buff, and can use 60% powermodes which is functionally impossible for a player to use. AI at this tier usually enter fleeing mode a bit before their shields get low and oftentimes they escape with no hull damage to them to regenerate.
** At this tier the AI targets your shield with the lowest health with around a 90-100% chance for shooting at it, which essentially forces you to angle your shields on larger ship classes. Evasion is nearly impossible as their shots lead is extremely precise, and only the most skilled players can consistently evade the AI's fire as all AI are artificially set to have a low reaction time to allow players to be able to beat them
** Their identifier in the contacts bar is only 1 rare emoji, the rare emojis are:
*** horizon transit
*** mining guild
*** for pirates
*** for privateers
*** for tsaii
*** for Chifanren
*** for Watchers
*** rare emoji used for the Halloween AI, unknown on tier 5 ai for event ai.


=== AI Backup ===
=== AI Backup ===
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=== Unknown Signal (Yellow Aliens) ===
=== Unknown Signal (Yellow Aliens) ===
Believed to be the '''吃饭人('''"Bread Aliens").
Believed to be the '''吃饭人(''' Nicknamed the "Bread Aliens", but offically known as the Chifanren).  


Behavior:
Behavior:
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|Shuttle
|Shuttle
|~???
|~???
|Low
|None
|Civilian transport ship
|Civilian transport ship
NOTE: There is a pirate Bait version of this ship
|-
|-
|Minhaul
|Minhaul
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|None
|None
|Civilian cargo vessel
|Civilian cargo vessel
Cheth and Titanium Variants
|-
|-
|Wayfinder
|Wayfinder
|(Insert Image)
|[[File:Wayfinder.png|thumb]]
|Horizon Transit
|Horizon Transit
|Explorer
|Explorer
|1509
|1509
|Medium
|None
|Can appear as Tsaii bait ship
|Can appear as Tsaii bait ship
NOTE: There is a pirate Bait version of this ship
NOTE: There is a pirate Bait version of this ship it should be considered a medium level threat.
|-
|-
|Type I-41
|Type I-41
|(Insert Image)
|[[File:Imagev.png|thumb]]
|Mining Guild
|Mining Guild
|Shuttle
|Shuttle
|271
|271
|Very Low
|Very Low
|2 laser cannons, 1 torpedo
|2 laser cannons, 1 torpedo, calls dagger escort
|-
|-
|Type V-11
|Type V-11
|(Insert Image)
|[[File:Ty.png|thumb|type v-11]]
|Mining Guild
|Mining Guild
|Shuttle
|Shuttle
|265
|265
|Very Low
|Very Low
|Mining escort ship
|Mining escort ship, calls dagger escort
|-
|-
|Type A-21B
|Type A-21B
|(Insert Image)
|[[File:Type a-21b.png|thumb]]
|Mining Guild
|Mining Guild
|Shuttle
|Shuttle
|625
|625
|Very Low
|Very Low
|Mining laser, ore storage
|Mining laser, ore storage, calls dagger escort
|-
|-
|Woodpecker
|Woodpecker
|(Insert Image)
|[[File:Woodpecker.png|thumb|Woodpecker]]
|Horizon Transit
|Mining Guild
|Shuttle
|Shuttle
|267
|267
|Very Low
|Very Low
|Recon vessel, torpedo armed
|Recon vessel, torpedo armed, calls dagger reinforcement
|-
|-
|Beaver
|Beaver
|(Insert Image)
|[[File:Beaver.png|thumb|beaver]]
|Mining Guild
|Mining Guild
|Transport
|Transport
|1985
|1985
|Low
|Low
|Calls Dagger escort
|Calls Dagger reinforcement
|-
|-
|Badger
|Badger
|(Insert Image)
|[[File:Badger.png|thumb|badger]]
|Mining Guild
|Mining Guild
|Transport
|Transport
|~???
|3998
|Low
|Low
|Calls Bulwark escort
|Calls Bulwark reinforcement
|-
|-
|Ostrich
|Ostrich
|(Insert Image)
|[[File:Ostrich.png|thumb|ostrich]]
|Mining Guild
|Mining Guild
|Light Freighter
|Light Freighter
|3964
|3964
|High
|High
|Fast jumper, dangerous to new players
|Fast jumper, dangerous to new players, calls Bulwark reinforcement
|-
|-
|Grouper
|Grouper
|(Insert Image)
|[[File:Grouper.png|thumb|grouper]]
|Mining Guild
|Mining Guild
|Medium Freighter
|Medium Freighter
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|-
|-
|Dunkleosteus
|Dunkleosteus
|(Insert Image)
|[[File:Dunkle.png|thumb|Dunkle]]
|Mining Guild
|Mining Guild
|Heavy Freighter
|Heavy Freighter
Line 526: Line 587:
|-
|-
|Angle
|Angle
|(Insert Image)
|[[File:Amgleai.png|thumb|angle]]
|Mining Guild
|Mining Guild
|Capital Mining Barge
|Capital Mining Barge
|19939
|19939
|Extreme
|Extreme
|Massive AU-only spawn, heavy escort fleet
|Heavy escort fleet, calls a Resolute for reinforcements
|-
|-
|Teneta
|Teneta
|(Insert Image)
|[[File:Teneta.png|thumb|teneta]]
|Privateers
|Privateers
|Starfighter
|Starfighter
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|-
|-
|Dagger
|Dagger
|(Insert Image)
|[[File:Dagger.png|thumb|dagger]]
|Privateers
|Privateers
|Starfighter
|Starfighter
Line 550: Line 611:
|-
|-
|Bulwark
|Bulwark
|(Insert Image)
|[[File:Bulwork.png|thumb|bulwark]]
|Privateers
|Privateers
|Corvette
|Corvette
Line 558: Line 619:
|-
|-
|Pioneer
|Pioneer
|(Insert Image)
|[[File:Pioneer.png|thumb]]
|Privateers
|Privateers
|Speeder
|Intercepter
|25
|153
|Low
|None
|Convoy support ship
|A very small ship
NOTE: this ship is broken and cannot do damage
|-
|-
|Contractor
|Contractor
|(Insert Image)
|[[File:Contractor.png|thumb|contractor]]
|Privateers
|Privateers
|Gunship
|Gunship
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|-
|-
|Resolute
|Resolute
|(Insert Image)
|[[File:Reso.png|thumb|resolute]]
|Privateers
|Privateers
|Destroyer
|Destroyer
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|-
|-
|Bloodstar
|Bloodstar
|(Insert Image)
|[[File:Imagebb.png|thumb]]
|Pirates
|Pirates
|Corvette
|Corvette
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|-
|-
|Comorant
|Comorant
|(Insert Image)
|[[File:Como.png|thumb]]
|Pirates
|Pirates
|Gunship
|Gunship
Line 598: Line 660:
|-
|-
|Vendetta
|Vendetta
|(Insert Image)
|[[File:Vendetta.png|thumb]]
|Pirates
|Pirates
|Gunship
|Gunship
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|-
|-
|Wasp
|Wasp
|(Insert Image)
|[[File:Wasp.png|thumb]]
|Pirates
|Pirates
|Interceptor
|Interceptor
|249
|249
|Low
|Nearly none
|Fast attack craft
|Fast attack craft
|-
|-
|Scythe
|Scythe
|(Insert Image)
|[[File:Scythe.png|thumb]]
|Tsaii
|Tsaii
|Starfighter
|Starfighter
Line 622: Line 684:
|-
|-
|Swarmer
|Swarmer
|(Insert Image)
|[[File:Swarmer.png|thumb]]
|Tsaii
|Tsaii
|Light Fighter
|Light Fighter
Line 630: Line 692:
|-
|-
|Raider
|Raider
|(Insert Image)
|[[File:Rad.png|thumb]]
|Tsaii
|Tsaii
|Gunship
|Gunship
Line 638: Line 700:
|-
|-
|Reaver
|Reaver
|(Insert Image)
|[[File:Reaver.png|thumb]]
|Tsaii
|Tsaii
|Frigate
|Frigate
Line 646: Line 708:
|-
|-
|Verdolith
|Verdolith
|(Insert Image)
|[[File:Terralith.png|thumb]]
|Watchers
|Watchers
|Frigate
|Frigate
Line 654: Line 716:
|-
|-
|Terralith
|Terralith
|(Insert Image)
|[[File:Verdolith.png|thumb]]
|Watchers
|Watchers
|Heavy Frigate
|Heavy Frigate
Line 662: Line 724:
|-
|-
|Arborealith
|Arborealith
|(Insert Image)
|[[File:Arbo.png|thumb]]
|Watchers
|Watchers
|Destroyer
|Destroyer
|12000
|12000
|Extreme
|Extreme
|Capital ship killer
|Capital ship killer, calls Verdolith for reinforcements
|-
|-
|Mianbaozha
|Mianbaozha
|(Insert Image)
|[[File:Mian.png|thumb]]
|吃饭人
|吃饭人
|Starfighter
|Starfighter
Line 678: Line 740:
|-
|-
|Loumai
|Loumai
|(Insert Image)
|[[File:Louma.png|thumb]]
|吃饭人
|吃饭人
|Gunship
|Gunship
Line 686: Line 748:
|-
|-
|Mianbao
|Mianbao
|(Insert Image)
|[[File:Mianba.png|thumb]]
|吃饭人
|吃饭人
|Corvette
|Corvette
|4000
|4000
|High
|High
|Strong mid-capital ship
|Strong sub-capital ship, calls Malingshu for reinforcements
|-
|-
|Malingshu
|Malingshu
|(Insert Image)
|[[File:Milangshu.png|thumb]]
|吃饭人
|吃饭人
|Light Frigate
|Light Frigate
|4895
|4895
|Very High
|High
|Extremely durable
|Durable, sub-capital ship, calls Mianbao and Mianbaozha for reinforcements
NOTE: this frigate has a phaser
|-
|-
|Fashigun
|Fashigun
Line 707: Line 770:
|11994
|11994
|Extreme
|Extreme
|Strongest alien capital ship
|Strongest alien capital ship, calls Mianbaozhas for reinforcement
NOTE: the amount of mianbaozhas depends on how many people are in your fleet
|-
|-
|Skuttle
|Skuttle
|(Insert Image)
|[[File:Image.png|thumb]]
|Abyssals// Pumpkins
|Abyssals// Pumpkins
|Starfighter
|Custom Ship
|~???
|285
|Low
|None
|
|A versatile shuttle-like custom ship which is unarmed
|-
|-
|Dredge
|Dredge
|(Insert Image)
|[[File:Dredge.png|thumb]]
|Abyssals
|Abyssals
|gunship
|Gunship
|2709
|2709
|Extreme
|Medium
|The Dredge is a gunship sized ship armed with a capital beam, gaze weapons. Not much is known about this ship.
|The Dredge is a gunship sized ship armed with a capital beam, gaze weapons. Not much is known about this ship.
|-
|-
|Charm
|Charm
|(Insert Image)
|[[File:Charm Ingame.png|thumb|A picture of the Charm in space arena]]
|Abyssals
|Abyssals
|Destroyer
|Destroyer
|~???
|11,465
|Extreme
|Extreme
|The Charm is a destroyer sized ship armed with Cthulu beams, Skull Throwers and gaze weapons.
|The Charm is a destroyer sized ship armed with Cthulu beams, Skull Throwers and gaze weapons.
Line 735: Line 799:
|-
|-
|Graft
|Graft
|(Insert Image)
|[[File:Graft Ingame.png|thumb|A picture of the Graft in space arena]]
|Abyssals
|Abyssals
|Destroyer
|Destroyer
|~???
|12,312
|Extreme
|Extreme
|The Graft is a large, destroyer sized ship armed with cthulu beams, Skull throwers and gaze weapons. Summons Dredge as a reinforcment
|The Graft is a large, destroyer sized ship armed with cthulu beams, Skull throwers and gaze weapons. Summons Dredge as a reinforcment
|-
|-
|Emperor
|Emperor
|(Insert Image)
|[[File:Emperor Ingame.png|thumb|A picture of the Emperor in space arena]]
|Abyssals
|Abyssals
|Cruiser
|Cruiser
|~???
|13,574
|Extreme
|Extreme
|The Emperor is a large, Cruiser sized ship armed with a capital beam, cthulu beams and gaze weapons.
|The Emperor is a large, Cruiser sized ship armed with a capital beam, cthulu beams and gaze weapons.
Line 752: Line 816:
|-
|-
|High Priestess
|High Priestess
|(Insert Image)
|[[File:High Priestess In game.png|alt=A picture of the High Priestess in space arena|400x400px]]
|Abyssals
|Abyssals
|Custom Ship
|Custom Ship
|~???
|23,468
|Extreme
|Extreme
|The High Priestess is a HUGE ship being larger then the battlecruiser, Armed with various gaze and cthulu beam weapons with its main weapon being the capital beam.
|The High Priestess is a HUGE ship being larger then the battlecruiser, Armed with various gaze and cthulu beam weapons with its main weapon being the capital beam.
Sumons 2x dread as reinforcment
Sumons 2x dread as reinforcment
|}
=== Ship Scaling ===
{| class="wikitable"
!Ship Class
!Typical Block Range
!Role
!Strengths
!Weaknesses
|-
|Interceptor
|150–350
|Anti-fighter
|Extremely agile
|Minimal durability
|-
|Starfighter
|350–500
|Strike craft
|High burst damage
|Fragile
|-
|Gunship
|500–2,000
|Skirmisher
|Versatile
|Limited endurance
|-
|Corvette
|2,000–4,000
|Multi-role combat
|Balanced combat capability
|Larger target profile
|-
|Frigate
|4,000–8,000
|Capital combat
|Heavy weapon access
|Reduced agility
|-
|Destroyer
|8,000–12,000
|Heavy capital
|Massive durability/firepower
|Slow and expensive
|-
|Cruiser+
|12,000+
|Fleet capital
|Extreme combat capability
|Strategic-scale loss risk
|}
=== AI Rewards ===
{| class="wikitable"
!AI Ship
!Faction
!Difficulty
!Rewards
!Description
|-
|Nimble
|Horizon Transit
|None
|250c
|Light exploration shuttle; fast but fragile.
|-
|Minhaul
|Horizon Transit
|None
|250c + 314 XP
|Small cargo vessel carrying valuable ores.
|-
|Striker
|Horizon Transit
|None
|250c
|Medium exploration shuttle allegedly armed with plasma cannons.
|-
|Wayfinder
|Horizon Transit
|None
|400c
|Medium exploration transport with weak defenses.
|-
|Amph
|Horizon Transit
|None
|400c
|Heavy exploration transport with moderate durability.
|-
|Exotran
|Horizon Transit
|None
|550c
|Sleek cargo freighter with decorative turrets.
|-
|Dessle
|Horizon Transit
|None
|550c
|Small ore freighter with little combat capability.
|-
|Iskat
|Pirates
|Very easy
|950c
|Pirate fighter armed with lasers and torpedoes.
|-
|Voss
|Pirates
|Very easy
|950c
|Rusty mining shuttle with a single laser cannon.
|-
|Hector
|Pirates
|Very easy
|950c
|Old shuttle equipped with lasers and torpedoes.
|-
|Hiro
|Pirates
|Easy
|950c
|Modified fighter with dual torpedo launchers.
|-
|Wasp
|Pirates
|Easy
|950c
|Armed shuttle fitted with lasers and torpedoes.
|-
|Frenz
|Pirates
|Moderate
|950c + 299 XP
|Agile starfighter with lasers and torpedoes.
|-
|Tempest
|Pirates
|Moderate
|950c
|Strike fighter armed with dual plasma cannons.
|-
|Velasco
|Pirates
|Moderate
|950c
|Heavy assault fighter with triple plasma cannons.
|-
|Anaan
|Pirates
|Very easy
|1,250c
|Converted hauler functioning as a gunship.
|-
|Vendetta
|Pirates
|Hard
|1,250c
|Light gunship with pulse cannons and heavy laser.
|-
|Cormorant
|Pirates
|Moderate
|1,250c
|Assault gunship with plasma cannons and torpedoes.
|-
|Mantis
|Pirates
|Hard
|1,250c
|Heavy gunship armed with pulse cannons and heavy lasers.
|-
|Hernstein
|Pirates
|Moderate
|1,250c + 1,556 XP
|Medium assault gunship with pulse cannons.
|-
|Fyr
|Pirates
|Moderate
|1,250c
|Heavy assault gunship with plasma cannons and turrets.
|-
|Bloodstar
|Pirates
|Hard
|2,650c
|Heavy corvette equipped with tri-turrets.
|-
|Inflict
|Privateers
|Easy
|950c
|Standard privateer fighter with torpedoes.
|-
|Furious
|Privateers
|Moderate
|950c
|Tough fighter armed with plasma cannon.
|-
|Teneta
|Privateers
|Moderate
|950c
|Strike fighter with dual plasma cannons.
|-
|Patroller
|Privateers
|Hard
|1,850c + 1,809 XP
|Medium gunship with shields and pulse cannons.
|-
|Veteran
|Privateers
|Hard
|1,850c
|Anti-fighter gunship with heavy laser.
|-
|Protector
|Privateers
|Moderate
|950c
|Pseudo-gunship with dangerous plasma cannons.
|-
|Daybreak
|Privateers
|Hard
|2,650c + 3,988 XP
|Light corvette armed with heavy lasers.
|-
|Dagger
|Privateers
|Moderate
|2,650c + 967 XP
|Heavy fighter with plasma cannons and torpedoes.
|-
|Contractor
|Privateers
|Hard
|3,750c
|Heavy gunship armed with pulse cannons and lasers.
|-
|Bulwark
|Privateers
|Hard
|5,750c + 4,785 XP
|Heavy corvette with tri-turrets and shields.
|-
|Resolute
|Privateers
|Hard
|~20,000c + Unknown XP
|Light destroyer equipped with phasers.
|-
|Type I-41
|Mining Guild
|Easy
|650c
|Old retired fighter with torpedoes.
|-
|Type V-11
|Mining Guild
|Easy
|650c
|Basic mining spacecraft with one laser cannon.
|-
|Type A-21B
|Mining Guild
|Easy
|650c + 881 XP
|Passenger shuttle converted into mining craft.
|-
|Woodpecker
|Mining Guild
|Easy
|650c
|Armored scout shuttle with torpedoes.
|-
|Beaver
|Mining Guild
|Moderate
|1,850c + 2,121 XP
|Mining transport with heavy lasers.
|-
|Badger
|Mining Guild
|Moderate
|2,560c
|Mining freighter armed with turrets and plasma cannons.
|-
|Ostrich
|Mining Guild
|Moderate
|2,650c + 3,588 XP
|Mining freighter with light turrets and plasma cannons.
|-
|Grouper
|Mining Guild
|Medium
|Unknown
|Armed medium freighter miner.
|-
|Dunkle
|Mining Guild
|Hard
|Unknown
|Heavy combat-capable freighter miner.
|-
|Angle
|Mining Guild
|Unkillable
|~50,000c + Unknown XP
|Massive convoy barge with heavy escort support.
|-
|Swarmer
|Tsaii
|Easy
|1,550c
|Agile Tsaii scout craft.
|-
|Scythe
|Tsaii
|Moderate
|1,550c
|Standard Tsaii fighter with plasma cannons.
|-
|Raider
|Tsaii
|Moderate
|2,500c
|Attack gunship with pulse cannons and lasers.
|-
|Reaver
|Tsaii
|Hard
|6,500c
|Attack frigate armed with phasers and heavy turrets.
|-
|Mianbaozha
|Aliens
|Medium
|Unknown
|Agile alien fighter difficult to target.
|-
|Loumai
|Aliens
|Hard
|Unknown
|Heavy gunship that summons reinforcements.
|-
|Mianbao
|Aliens
|Hard
|9,000c + 5,383 XP
|Fast alien corvette with tri-turrets.
|-
|Malingshu
|Aliens
|Very Hard
|9,000c + 6,263 XP
|Phaser frigate deadly at close range.
|-
|Verdolith
|Aliens
|Extremely Hard
|9,000c
|Attack frigate with heavy turrets and phasers.
|-
|Teralith
|Aliens
|Extremely Hard
|18,000c + 9,052 XP
|Heavy assault frigate with chetherite shield.
|-
|Arborealith
|Aliens
|Extremely Hard
|18,000c + 12,270 HEXP
|Heavy destroyer with gravity well systems.
|-
|Fashigun
|Aliens
|Extremely Hard
|~20,000c + Unknown HEXP
|Massive destroyer capable of summoning swarms.
|}
=== Ship Tiers ===
Note: This is a Ship Index meant to document each AI Ship's Tier, Fire Rate, movement, shield targeting, and identification on the contact bar along with the emoji used by the AI.
{| class="wikitable"
!Tier
!Name
!Movement
!Aim Behavior
!Fire Rate
!Special Mechanics
!Shield Targeting
!Contacts Bar Identifier
!Image
|-
|1
|EASY
|5th <code>/dc</code> slot
|Poor, almost no aiming
|Very infrequent
|None
|Center of mass
|1 emoji (✦)
|[[File:1 starf.png|thumb]]Marked by 1 Star
|-
|2
|NORMAL
|9th <code>/dc</code> slot
|Direct aim, no leading
|Frequent
|None
|Center of mass
|2 emojis (✦✦)
|[[File:2 stars.png|thumb]]Marked by 2 Stars
|-
|3
|HARD
|Medium
|Leads target
|Frequent
|Fleeing when shields low
|Center of mass
|1 unique faction emoji
|[[File:Tier3.png|thumb]]
|-
|4
|BRUTAL
|Fast/Evasive
|Leads target, stronger
|Frequent
|Early fleeing
|30–40% lowest shield targeting
|2 unique faction emojis
|Identifiied by 2 Unique Emojis
|-
|5
|INSANE
|1.1× <code>/dc</code> slot
|Extremely precise leading
|Extremely high
|Powermodes, early fleeing
|90–100% lowest shield targeting
|1 rare faction emoji
|[[File:Tier5.png|thumb]]
|}
== AI Ships+ Index ==
Certain AI ships are capable of spawning reinforcement fleets when engaged or damaged. Some reinforcement ships are themselves capable of summoning additional support, creating escalation chains.
=== AI Reinforcements ===
{| class="wikitable"
!AI Ship
!Calls Reinforcements
!Possible Reinforcement
|-
|Beaver
|Yes
|Dagger
|-
|Badger
|Yes
|Bulwark
|-
|Loumai
|Yes
|2x Mianbaozha
|-
|Angle
|Yes
|Resolute
|-
|Resolute
|Yes
|Privateer Squadron
|-
|Fashigun
|Yes
|Massive Mianbaozha Swarm (depends on fleet size)
|-
|Reaver
|Yes
|Raider
|-
|Verdolith
|Yes
|Verdolith
|}
=== Salvage/Loot Table ===
{| class="wikitable"
!AI Ship
!Notable Loot
!Salvage Value
!Rare Drops
|-
|Minhaul
|Ore
|Low
|Titanium
|-
|Beaver
|Mining Components
|Medium
|None
|-
|Mianbao
|Alien Components
|High
|Superconductors
|-
|Teralith
|Advanced Components
|Very High
|Guaranteed Superconductor
|-
|Arborealith
|Capital Salvage
|Extreme
|Guaranteed Superconductor
|}
=== AI Standard Agro Ranges Index ===
{| class="wikitable"
!Faction
!Typical Aggro Range
!Notes
|-
|Horizon Transit
|Passive
|Non-hostile civilian ships
|-
|Mining Guild
|~500m
|Escorts may respond aggressively
|-
|Pirates
|~750m
|Standard hostile patrol range
|-
|Privateers
|~650m
|Certain ships exceed this
|-
|Tsaii
|~1,000m
|Highly aggressive frontier faction
|-
|Unknown Signal (Aliens)
|~2,500m
|Extremely long detection radius
|-
|Abyssals (Event)
|Unknown / Variable
|Event-exclusive behavior
|}
=== CounterPlay ===
{| class="wikitable"
!Enemy Type
!Best Counter
!Avoid
|-
|Fighters
|Pulse Cannons
|Plasma dogfights
|-
|Gunships
|Distance control
|Close brawling
|-
|Corvettes
|Tri-turret kiting
|Static positioning
|-
|Frigates
|Phaser rush
|Shield trades
|-
|Destroyers
|Fleet focus fire
|Solo engagement
|}
=== Weapons Systems ===
{| class="wikitable"
!Weapon
!Type
!Effective Against
!Weak Against
!Typical AI Users
!Notes
|-
|Laser Cannon
|Primary
|Fighters
|Shields
|Pirates, Mining Guild
|Basic hitscan weapon, very bad
|-
|Plasma Cannon
|Primary
|Shields
|Evasive targets
|Tsaii, Pirates
|Extremely dangerous to starfighters
|-
|Pulse Cannon
|Omni-directional
|Fighters
|Capitals
|Gunships, Corvettes
|Near-unlimited firing arcs
|-
|Heavy Laser
|Heavy Weapon
|Slowing targets
|Shielded targets
|Contractors, Raiders
|Explosion-heavy finisher weapon
|-
|Tri-Turret
|Heavy Weapon
|Medium Ships
|Fighters
|Corvettes
|Long-range artillery
|-
|Heavy Turret
|Primary
|Capital-ships
|Agile ships
|Frigates, Destroyers
|High sustained DPS
|-
|Phaser
|Heavy Weapon
|Shields
|Small evasive ships
|Alien capitals
|Massive burst shield damage
|-
|Torpedoes
|Secondary
|Distracted targets
|PD/evasion
|Most factions
|Punishes predictable movement
|-
|Capital Beam
|Event Weapon
|Everything
|Unknown
|Abyssals
|Event-exclusive weapon
|-
|Gaze Weapons
|Exotic
|Unknown
|Unknown
|Abyssals
|Poorly documented
|}
== Heat Mechanic Index ==
==== Core Mechanics ====
{| class="wikitable"
!Mechanic
!Description
|-
|Kill Streak
|Builds through consecutive AI ship destruction
|-
|Heat Multiplier
|Reward scaling tied to streak progression
|-
|Credit Scaling
|Credits earned increase at higher streaks
|-
|XP Scaling
|XP rewards increase with streak level
|-
|Sustained Combat Bonus
|Long PvE sessions become progressively more profitable
|}
==== Streak Behavior ====
{| class="wikitable"
!Behavior
!Description
|-
|Kill Confirmation
|Streak increases after confirmed AI destruction
|-
|Continuous Scaling
|Rewards continue increasing as streak rises
|-
|Combat Incentive
|Encourages prolonged PvE hunting sessions
|-
|Escalation Risk
|Longer streaks often expose players to increasingly dangerous encounters
|}
==== Persistent Rules ====
{| class="wikitable"
!Rule
!Description
|-
|Creative Mode
|Heat decay is paused while in Creative
|-
|Server Reset
|Streaks may persist until the daily reset cycle (~5 PM EST)
|-
|Session Continuity
|Players can maintain streaks across multiple encounters
|-
|Server Reset Time
|The server will always reset around 4 - 5 AM EST
|}
|}

Latest revision as of 16:31, 15 June 2026

PLEASE NOTE: This page is under construction as more info is being documented, and the wording revised. The current revision was made before the Horizons End: Dominion Update. (Things like world event locations won't be as correct location, or AI rewards may not be fully updated for Dominion yet)

This page serves as a comprehensive, centralized reference manual. All AI-related mechanics, faction data, and ship indices are consolidated here to provide a streamlined experience for pilots navigating Horizon’s End. It is is intended to serve new and old players alike.

This wiki page includes:

  • What is AI? – A definition of what AI is on Horizon's end.
  • AI Hunting for New Players – This section serves as a guide to AI hunting, providing tips and strategies for dealing with AI effectively.
  • AI Breakdown – How AI works in the game.
  • AI Factions – Explains factions and their ships.
  • World Event Index – A complete, indexed table of all world events.
  • AI Ships Index – A digitized index of all AI ships currently on the server.
  • AI Ships+ Index – Extra Mechanics Digitzed
  • Heat Mechanic Index – Heat Mechanics Digitzed

What is AI?

AI is AI Ships that spawn around the map. These ships are either civilian or militaristic the militaristic variants are hostile. Howewer, ai will not shoot you unless you get close. AI can be identified by the contact's bar.

AI Hunting for New Players

Ruinati0n Note

For this stage, this guide assumes you already have basic starship knowledge. If you don’t yet have a ship suitable for AI hunting, this guide recommends purchasing a Vulture, from an NPC Ship Dealer to begin. Once you have your ship and officially start AI hunting, you must first locate and destroy AI starships. All AI kills provide both XP and credits, making AI encounters a core source of progression and income. AI ships can spawn naturally in space when a player remains in an area for a prolonged period, so you don’t always need a world event to find them.

New Player Progression Path - 1 of 3 - Recommendation

Beginner Route

  • Vulture
  • Hunt Horizon Transit
  • Hunt Tier 1 Pirates
  • Learn evasion

Intermediate Route

  • Upgrade to Gunship
  • Hunt Privateers
  • Learn shield angling
  • Learn reinforcement control

Advanced Route

  • Corvette/Frigate
  • Hunt aliens
  • Farm superconductors
  • Fleet combat

AI Hunting Methods - 2 of 3 - Mechanics

AI World Events - 1 of 2

Use:

/listships ai

/encounterstatus

This command shows active or upcoming AI world events. These events spawn periodically across different systems and often contain groups of AI ships depending on the event tier.

This was by your's truly, Jp_ToasT ([[user:duckerduk]]
An in-game screenshot of an example of encounter status
Natural AI Spawning - 2 of 2 -

Use:

/listships ai

AI ships can also spawn naturally in space when a player remains in an area for a prolonged period of time while piloting a ship.

This means:

  • AI encounters are not always event-based
  • Simply staying in space can eventually trigger AI presence
  • Higher activity areas tend to produce more frequent encounters

AI Kill Streak / Heat Multiplier System - 3 of 3 - Mechanics

Horizon’s End features a kill streak-based reward scaling system designed to reward sustained PvE combat activity.

Destroying AI ships consecutively increases a hidden streak multiplier, commonly referred to as “Heat.”

As the streak increases, AI combat becomes progressively more rewarding.Streak Behavior

  • The streak increases with each confirmed AI kill
  • Higher streak values result in greater reward multipliers
  • Streak benefits apply primarily during sustained combat sessions

Core Mechanics

Mechanic Description
Kill Streak Builds through consecutive AI ship destruction
Heat Multiplier Reward scaling tied to streak progression
Credit Scaling Credits earned increase at higher streaks
XP Scaling XP rewards increase with streak level
Sustained Combat Bonus Long PvE sessions become progressively more profitable

Streak Behavior

Behavior Description
Kill Confirmation Streak increases after confirmed AI destruction
Continuous Scaling Rewards continue increasing as streak rises
Combat Incentive Encourages prolonged PvE hunting sessions
Escalation Risk Longer streaks often expose players to increasingly dangerous encounters

Persistent Rules

Rule Description
Creative Mode Heat decay is paused while in Creative
Server Reset Streaks may persist until the daily reset cycle (~5 PM EST)
Session Continuity Players can maintain streaks across multiple encounters

Gameplay Impact

The Heat system significantly changes the profitability of AI hunting.

Low-level AI encounters may initially provide limited rewards, but extended hunting sessions can dramatically increase total earnings through streak scaling.

This system encourages:

  • Long-duration PvE sessions
  • Efficient AI farming routes
  • Sustained survival
  • Risk management
  • Ship endurance planning

AI Breakdown

AI Spawns

  • AI spawn in all space systems - Asteri, Regulus, Ilios, Sirius, Horizon, Trench, AU-0821
    • In the human populated systems being Asteri, Regulus, Ilios and Sirius, only specific AI factions can spawn
      • Horizon Transit ships (minhauls, sparrows, wayfinders, etc.)
      • Mining guild ships (Beaver, Badger which is the largest that can spawn, Type-V11, etc.)
      • Privateers (rare chance for resolutes, usual chance for daggers, bulwarks, pioneers, contractors etc.)
      • Pirates (Bloodstars, vendettas, wasps, etc.)
      • Tsaii (Only from bait ships - horizon transit, specifically the 3 explorer ships, as seen in /listships the ship piloted by a pirate colored pilot, or on the dynmap seeing a horizon transit bait ship with a pirate name)
      • Largest ships to spawn can be a tsaii bait trap reaver - 6.5k size frigate, or a privateer resolute ~8.1k destroyer
    • In the Horizon, Trench and AU-0821 systems, 3 extra factions can start naturally spawning, and in those systems all AI factions can spawn
      • Plant aliens (these are marked with a green unknown signal tag.)
      • Bread aliens (Chifanren)
      • Tsaii (spawns without bait ships, sometimes with a reaver as the capital)

AI Movement, Behavior, and Tiers

The following tiers categorize AI performance, movement, and combat logic. Movement and behavior data is derived from community reporting and player observation, notably from Hextagon.

  • Tier 1 - Novice [Tier name: EASY] These units exhibit limited combat logic; per Hextagon’s observations, they utilize a 5th /dc slot for movement with minimal targeting prediction. They fire their weapons infrequently, making them ideal for new players to practice fundamental PvE mechanics.
    • Contact Bar Identifier: 1 Star (✦)
  • Tier 2 - Mediocre [Tier name: NORMAL] These AI utilize the 9th /dc slot for movement and employ direct targeting without movement prediction (leading). While they fire their weapons frequently and represent a step up in difficulty from Tier 1, pilots can evade most fire by maintaining consistent distance.
    • Contact Bar Identifier: 2 Stars (✦✦)
  • Tier 3 - Adept [Tier name: HARD] These AI display increased proficiency, incorporating target-leading and a "Fleeing" mechanic. They pose a significant threat in numbers and require consistent evasive maneuvering to engage effectively.
    • Fleeing: When shields are depleted or the hull sustains damage, the AI attempts to retreat up to 500 blocks to allow for full shield regeneration.
    • Contact Bar Identifier: 1 Unique Faction Emoji
  • Tier 4 - Expert [Tier name: BRUTAL] These AI are highly proficient and should be engaged with caution. They represent the strongest "fair-fighting" AI tier and utilize an early-fleeing mechanic. At this level, there is a 30–40% probability that the AI will target the player’s weakest shield facet rather than the center of mass, increasing the lethality of these encounters.
    • Contact Bar Identifier: 2 Unique Faction Emojis
  • Tier 5 - High-Performance [Tier name: INSANE] These AI via there raw states according to Hextagon are cheating. These AI operate at a significantly higher threshold, featuring a 1.1x (110%) speed buff to /directcontrol and the utilization of 60% powermodes that exceed standard player capabilities. Units typically initiate fleeing behavior before taking significant hull damage. Targeting logic is highly precise, with a 90–100% probability of striking the player's lowest-health shield facet, necessitating active shield angling. Evasion is considered extremely difficult for most pilots.
    • Contact Bar Identifier: 1 Rare Faction Emoji

AI Backup

Some larger AI ships can spawn reinforcement fleets when engaged. This system primarily applies to high-tier or capital-class vessels.

  • Larger ships may spawn immediate escort AI upon engagement.
  • Those escorts can themselves generate additional reinforcements.
  • This can create a multi-layer escalation chain depending on the encounter.

For example:

  • The Angle-class ship can spawn a Resolute-class vessel as backup.
  • The Resolute may then deploy an additional squadron of smaller Privateer ships.

In some cases, reinforcement chains can stack further, resulting in:

  • AI ships that spawn AI ships, which themselves spawn additional support units.

AI Bait Mechanic

The Wayfinder has two variants:

  • Civilian Wayfinder (passive transport ship)
  • Bait Variant (hostile ambush trigger)

The bait variant appears identical to the civilian version but is designed to initiate an ambush encounter.

Behavior

  • Visually functions as a normal civilian Wayfinder
  • When approached or engaged, it triggers a pirate reinforcement call
  • Spawns a squadron of Pirate AI ships shortly after activation
  • The initial Wayfinder itself may remain non-aggressive or act as a lure

Mechanics

  • This is a hidden encounter trigger system, not a standard hostile spawn
  • Reinforcements spawn after player proximity or engagement conditions are met
  • Designed to punish players who assume all civilian ships are safe

AI Factions

Privateers

A fleet of armed military patrol ships these aligned ships patrol Horizon's End.

Common ships:

  • Dagger (Starfighter)
  • Bulwark (Corvette)
  • Pioneer (Speeder)
  • Contractor (Gunship)
  • Resolute (Destroyer)

Behavior:

  • Patrols Systems

Minning Guild

Industrial mining fleets operating in wild space or asteroid-heavy sectors. Common ships:

  • Type-V11 (Starfighter)
  • Beaver (Transport)
  • Badger (Corvette)
  • Ostrich (Light Freighter) (PLEASE NOTE: Ostriches' are increidbly dangerous to new players)
  • Mining drones and escorts

Behavior:

  • Flies around randomly as a natural spawn.

Rewards:

  • The Angle tends to drop rewards for the one who kills it.

Horizon Transit Convoy

Civilian transport fleets traveling between systems. Common ships:

  • Minhaul
  • Sparrow
  • Wayfinder (NOTE: these are immobile ships, but they can also be bait ships for pirate convoys)
  • Explorer variants

Behavior:

  • Usually passive
  • Certain Wayfinder variants may secretly be Pirate bait ships

Important:

Some Horizon Transit ships are disguised Tsaii ambush vessels. These can be identified by:

  • Pirate pilot names in

Possible escalation:

  • Tsaii ambush fleets
  • Reaver-class frigates (~6.5k mass)

Pirates

Hostile raiding fleets that attack nearby ships on sight. Common ships:

  • Bloodstar (Gunship)
  • Vendetta (Corvette)
  • Wasp (Starfighter)
  • Other fast attack craft

Behavior:

  • Extremely aggressive

Danger:

Pirate fleets are among the most common combat-focused world events and can overwhelm inexperienced pilots quickly.

Rewards:

Unknown Signal (Green Aliens)

Also known as Watchers or plant aliens.

Marked by:

  • Green Unknown Signal contact markers

Behavior:

  • More common in Horizon, Trench, and AU-0821

Common traits:

  • Organic-looking ships
  • Unusual weapon effects
  • Higher-tier AI can be extremely evasive

Ships:

  • Verdolith (Frigate)
  • Teralith (Frigate)
  • Aerbolith (Destroyer)

Rewards:

  • Superconductor

Unknown Signal (Yellow Aliens)

Believed to be the 吃饭人( Nicknamed the "Bread Aliens", but offically known as the Chifanren).

Behavior:

  • Often appear in deep-space systems
  • Can travel in organized fleets

Common traits:

  • Yellow signal marker
  • Unique ship designs
  • Aggressive response to nearby players

Ships:

  • Other Ships (Names need to still be added)
  • Fashigun (Destroyer)

Abyssals (Event)

The Abyssals are a highly dangerous AI Faction that use weapons that no other ship use.

It is important to note that these ships do NOT spawn at all, and only spawned during a halloween event

Ships:

Dredge

Charm

Graft

Emperor

High Priestess

World Event Index

AI World Events are scheduled encounters that spawn groups of AI ships at specific locations. Use /encounterstatus to view active events and /listships ai to track active AI vessels.

Event Name Type Difficulty Locations Faction Risk Level Image Description
System Defense Forces Small Patrol Patrol Universal Core Systems System Defense Forces Low SD_SmallPatrol.png Routine patrols securing core systems against minor threats.
System Defense Forces Medium Patrol Patrol Universal Core Systems System Defense Forces Low SD_MediumPatrol.png Larger patrols in core systems, prepared to respond to moderate threats.
Horizon Transit Lines Locai Tiered All Systems System Defense Forces None HorizonTransit.png Security and monitoring of inter-system transit routes for player safety.
Privateer Inspection Locai Tiered Core Systems Privateers Medium Privateer_Inspection.png Privateers being inspected by authorities; potential for combat if rules are broken.
Privateer BootCamp Locai Tiered Core Systems Privateers Medium Privateer_BootCamp.png Training exercises for privateer recruits; may involve simulated combat.
Pirate Disturbance Locai Tiered Core Systems Pirates Medium Pirate_Disturbance.png Local pirate activity threatening trade or patrols; dangerous for new players.
Increased Pirate Activity Locai Tiered Core Systems Pirates Medium Pirate_Increase.png Spike in pirate raids and attacks in the core systems; advanced threat.
Mining Guild Barge Convoy Patrol Universal Horizon, AU, Trench Mining Guild High MiningGuild.png Guild ships conducting routine patrols around mining operations.
Tsaii Warband Locai Tiered Horizon, AU, Trench Tsaii High Tsaii_Warband.png Raiding Tsaii forces appear in frontier zones; moderately challenging.
Privateer Naval Drills Locai Tiered Horizon, AU, Trench Privateers High Privateer_NavalDrills.png Privateer naval exercises in frontier systems; may engage nearby ships.
Unknown Signal (Yellow Aliens) Locai Tiered Horizon, AU, Trench 吃饭人 High Signal_YellowAliens.png Mysterious yellow alien signal detected; exploratory or hostile encounters possible.
Unknown Signal (Green Aliens) Locai Tiered Horizon, AU, Trench Watchers High Signal_GreenAliens.png Mysterious green alien signal detected; exploratory or hostile encounters possible.

AI Ship Index

Note: This is a Ship Index meant to document each AI Ship's capabilities, block count, threat level, faction, and ship class. This is intended to help document these ships digitally.

Ship Image Faction Class Block Count Threat Armament / Notes
Sparrow (Insert Image) Horizon Transit Shuttle ~??? None Civilian transport ship

NOTE: There is a pirate Bait version of this ship

Minhaul (Insert Image) Horizon Transit Freighter 501 None Civilian cargo vessel

Cheth and Titanium Variants

Wayfinder
Horizon Transit Explorer 1509 None Can appear as Tsaii bait ship

NOTE: There is a pirate Bait version of this ship it should be considered a medium level threat.

Type I-41
Mining Guild Shuttle 271 Very Low 2 laser cannons, 1 torpedo, calls dagger escort
Type V-11
type v-11
Mining Guild Shuttle 265 Very Low Mining escort ship, calls dagger escort
Type A-21B
Mining Guild Shuttle 625 Very Low Mining laser, ore storage, calls dagger escort
Woodpecker
Woodpecker
Mining Guild Shuttle 267 Very Low Recon vessel, torpedo armed, calls dagger reinforcement
Beaver
beaver
Mining Guild Transport 1985 Low Calls Dagger reinforcement
Badger
badger
Mining Guild Transport 3998 Low Calls Bulwark reinforcement
Ostrich
ostrich
Mining Guild Light Freighter 3964 High Fast jumper, dangerous to new players, calls Bulwark reinforcement
Grouper
grouper
Mining Guild Medium Freighter 7996 Medium Calls Bulwark reinforcement
Dunkleosteus
Dunkle
Mining Guild Heavy Freighter 11991 High Calls Bulwark + Contractor reinforcements
Angle
angle
Mining Guild Capital Mining Barge 19939 Extreme Heavy escort fleet, calls a Resolute for reinforcements
Teneta
teneta
Privateers Starfighter 444 Low Light combat craft
Dagger
dagger
Privateers Starfighter 475 Low Standard combat fighter
Bulwark
bulwark
Privateers Corvette 4000 High Defensive escort vessel
Pioneer
Privateers Intercepter 153 None A very small ship

NOTE: this ship is broken and cannot do damage

Contractor
contractor
Privateers Gunship 2000 Medium Mid-tier support vessel
Resolute
resolute
Privateers Destroyer 8264 Extreme High-tier capital destroyer
Bloodstar
Pirates Corvette 3987 Medium Aggressive raider craft
Comorant
Pirates Gunship 1059 Medium
Vendetta
Pirates Gunship 1113 Medium Standard pirate combat ship
Wasp
Pirates Interceptor 249 Nearly none Fast attack craft
Scythe
Tsaii Starfighter 374 Medium Standard fighter
Swarmer
Tsaii Light Fighter 174 Medium Dangerous in swarms
Raider
Tsaii Gunship 1695 Medium Strong anti-player craft
Reaver
Tsaii Frigate 6502 Extreme Capital ambush ship
Verdolith
Watchers Frigate 6505 High Can duplicate spawn
Terralith
Watchers Heavy Frigate 7999 Very High High durability capital ship
Arborealith
Watchers Destroyer 12000 Extreme Capital ship killer, calls Verdolith for reinforcements
Mianbaozha
吃饭人 Starfighter 226 High Extremely evasive
Loumai
吃饭人 Gunship 1753 High Summons Mianbaozha
Mianbao
吃饭人 Corvette 4000 High Strong sub-capital ship, calls Malingshu for reinforcements
Malingshu
吃饭人 Light Frigate 4895 High Durable, sub-capital ship, calls Mianbao and Mianbaozha for reinforcements

NOTE: this frigate has a phaser

Fashigun (Insert Image) 吃饭人 Destroyer 11994 Extreme Strongest alien capital ship, calls Mianbaozhas for reinforcement

NOTE: the amount of mianbaozhas depends on how many people are in your fleet

Skuttle
Abyssals// Pumpkins Custom Ship 285 None A versatile shuttle-like custom ship which is unarmed
Dredge
Abyssals Gunship 2709 Medium The Dredge is a gunship sized ship armed with a capital beam, gaze weapons. Not much is known about this ship.
Charm
A picture of the Charm in space arena
Abyssals Destroyer 11,465 Extreme The Charm is a destroyer sized ship armed with Cthulu beams, Skull Throwers and gaze weapons.

Summons Dredge as reinforcment

Graft
A picture of the Graft in space arena
Abyssals Destroyer 12,312 Extreme The Graft is a large, destroyer sized ship armed with cthulu beams, Skull throwers and gaze weapons. Summons Dredge as a reinforcment
Emperor
A picture of the Emperor in space arena
Abyssals Cruiser 13,574 Extreme The Emperor is a large, Cruiser sized ship armed with a capital beam, cthulu beams and gaze weapons.

Summons 2x Dread as reinforcment

High Priestess A picture of the High Priestess in space arena Abyssals Custom Ship 23,468 Extreme The High Priestess is a HUGE ship being larger then the battlecruiser, Armed with various gaze and cthulu beam weapons with its main weapon being the capital beam.

Sumons 2x dread as reinforcment

Ship Scaling

Ship Class Typical Block Range Role Strengths Weaknesses
Interceptor 150–350 Anti-fighter Extremely agile Minimal durability
Starfighter 350–500 Strike craft High burst damage Fragile
Gunship 500–2,000 Skirmisher Versatile Limited endurance
Corvette 2,000–4,000 Multi-role combat Balanced combat capability Larger target profile
Frigate 4,000–8,000 Capital combat Heavy weapon access Reduced agility
Destroyer 8,000–12,000 Heavy capital Massive durability/firepower Slow and expensive
Cruiser+ 12,000+ Fleet capital Extreme combat capability Strategic-scale loss risk

AI Rewards

AI Ship Faction Difficulty Rewards Description
Nimble Horizon Transit None 250c Light exploration shuttle; fast but fragile.
Minhaul Horizon Transit None 250c + 314 XP Small cargo vessel carrying valuable ores.
Striker Horizon Transit None 250c Medium exploration shuttle allegedly armed with plasma cannons.
Wayfinder Horizon Transit None 400c Medium exploration transport with weak defenses.
Amph Horizon Transit None 400c Heavy exploration transport with moderate durability.
Exotran Horizon Transit None 550c Sleek cargo freighter with decorative turrets.
Dessle Horizon Transit None 550c Small ore freighter with little combat capability.
Iskat Pirates Very easy 950c Pirate fighter armed with lasers and torpedoes.
Voss Pirates Very easy 950c Rusty mining shuttle with a single laser cannon.
Hector Pirates Very easy 950c Old shuttle equipped with lasers and torpedoes.
Hiro Pirates Easy 950c Modified fighter with dual torpedo launchers.
Wasp Pirates Easy 950c Armed shuttle fitted with lasers and torpedoes.
Frenz Pirates Moderate 950c + 299 XP Agile starfighter with lasers and torpedoes.
Tempest Pirates Moderate 950c Strike fighter armed with dual plasma cannons.
Velasco Pirates Moderate 950c Heavy assault fighter with triple plasma cannons.
Anaan Pirates Very easy 1,250c Converted hauler functioning as a gunship.
Vendetta Pirates Hard 1,250c Light gunship with pulse cannons and heavy laser.
Cormorant Pirates Moderate 1,250c Assault gunship with plasma cannons and torpedoes.
Mantis Pirates Hard 1,250c Heavy gunship armed with pulse cannons and heavy lasers.
Hernstein Pirates Moderate 1,250c + 1,556 XP Medium assault gunship with pulse cannons.
Fyr Pirates Moderate 1,250c Heavy assault gunship with plasma cannons and turrets.
Bloodstar Pirates Hard 2,650c Heavy corvette equipped with tri-turrets.
Inflict Privateers Easy 950c Standard privateer fighter with torpedoes.
Furious Privateers Moderate 950c Tough fighter armed with plasma cannon.
Teneta Privateers Moderate 950c Strike fighter with dual plasma cannons.
Patroller Privateers Hard 1,850c + 1,809 XP Medium gunship with shields and pulse cannons.
Veteran Privateers Hard 1,850c Anti-fighter gunship with heavy laser.
Protector Privateers Moderate 950c Pseudo-gunship with dangerous plasma cannons.
Daybreak Privateers Hard 2,650c + 3,988 XP Light corvette armed with heavy lasers.
Dagger Privateers Moderate 2,650c + 967 XP Heavy fighter with plasma cannons and torpedoes.
Contractor Privateers Hard 3,750c Heavy gunship armed with pulse cannons and lasers.
Bulwark Privateers Hard 5,750c + 4,785 XP Heavy corvette with tri-turrets and shields.
Resolute Privateers Hard ~20,000c + Unknown XP Light destroyer equipped with phasers.
Type I-41 Mining Guild Easy 650c Old retired fighter with torpedoes.
Type V-11 Mining Guild Easy 650c Basic mining spacecraft with one laser cannon.
Type A-21B Mining Guild Easy 650c + 881 XP Passenger shuttle converted into mining craft.
Woodpecker Mining Guild Easy 650c Armored scout shuttle with torpedoes.
Beaver Mining Guild Moderate 1,850c + 2,121 XP Mining transport with heavy lasers.
Badger Mining Guild Moderate 2,560c Mining freighter armed with turrets and plasma cannons.
Ostrich Mining Guild Moderate 2,650c + 3,588 XP Mining freighter with light turrets and plasma cannons.
Grouper Mining Guild Medium Unknown Armed medium freighter miner.
Dunkle Mining Guild Hard Unknown Heavy combat-capable freighter miner.
Angle Mining Guild Unkillable ~50,000c + Unknown XP Massive convoy barge with heavy escort support.
Swarmer Tsaii Easy 1,550c Agile Tsaii scout craft.
Scythe Tsaii Moderate 1,550c Standard Tsaii fighter with plasma cannons.
Raider Tsaii Moderate 2,500c Attack gunship with pulse cannons and lasers.
Reaver Tsaii Hard 6,500c Attack frigate armed with phasers and heavy turrets.
Mianbaozha Aliens Medium Unknown Agile alien fighter difficult to target.
Loumai Aliens Hard Unknown Heavy gunship that summons reinforcements.
Mianbao Aliens Hard 9,000c + 5,383 XP Fast alien corvette with tri-turrets.
Malingshu Aliens Very Hard 9,000c + 6,263 XP Phaser frigate deadly at close range.
Verdolith Aliens Extremely Hard 9,000c Attack frigate with heavy turrets and phasers.
Teralith Aliens Extremely Hard 18,000c + 9,052 XP Heavy assault frigate with chetherite shield.
Arborealith Aliens Extremely Hard 18,000c + 12,270 HEXP Heavy destroyer with gravity well systems.
Fashigun Aliens Extremely Hard ~20,000c + Unknown HEXP Massive destroyer capable of summoning swarms.

Ship Tiers

Note: This is a Ship Index meant to document each AI Ship's Tier, Fire Rate, movement, shield targeting, and identification on the contact bar along with the emoji used by the AI.

Tier Name Movement Aim Behavior Fire Rate Special Mechanics Shield Targeting Contacts Bar Identifier Image
1 EASY 5th /dc slot Poor, almost no aiming Very infrequent None Center of mass 1 emoji (✦)
Marked by 1 Star
2 NORMAL 9th /dc slot Direct aim, no leading Frequent None Center of mass 2 emojis (✦✦)
Marked by 2 Stars
3 HARD Medium Leads target Frequent Fleeing when shields low Center of mass 1 unique faction emoji
4 BRUTAL Fast/Evasive Leads target, stronger Frequent Early fleeing 30–40% lowest shield targeting 2 unique faction emojis Identifiied by 2 Unique Emojis
5 INSANE 1.1× /dc slot Extremely precise leading Extremely high Powermodes, early fleeing 90–100% lowest shield targeting 1 rare faction emoji

AI Ships+ Index

Certain AI ships are capable of spawning reinforcement fleets when engaged or damaged. Some reinforcement ships are themselves capable of summoning additional support, creating escalation chains.

AI Reinforcements

AI Ship Calls Reinforcements Possible Reinforcement
Beaver Yes Dagger
Badger Yes Bulwark
Loumai Yes 2x Mianbaozha
Angle Yes Resolute
Resolute Yes Privateer Squadron
Fashigun Yes Massive Mianbaozha Swarm (depends on fleet size)
Reaver Yes Raider
Verdolith Yes Verdolith

Salvage/Loot Table

AI Ship Notable Loot Salvage Value Rare Drops
Minhaul Ore Low Titanium
Beaver Mining Components Medium None
Mianbao Alien Components High Superconductors
Teralith Advanced Components Very High Guaranteed Superconductor
Arborealith Capital Salvage Extreme Guaranteed Superconductor

AI Standard Agro Ranges Index

Faction Typical Aggro Range Notes
Horizon Transit Passive Non-hostile civilian ships
Mining Guild ~500m Escorts may respond aggressively
Pirates ~750m Standard hostile patrol range
Privateers ~650m Certain ships exceed this
Tsaii ~1,000m Highly aggressive frontier faction
Unknown Signal (Aliens) ~2,500m Extremely long detection radius
Abyssals (Event) Unknown / Variable Event-exclusive behavior

CounterPlay

Enemy Type Best Counter Avoid
Fighters Pulse Cannons Plasma dogfights
Gunships Distance control Close brawling
Corvettes Tri-turret kiting Static positioning
Frigates Phaser rush Shield trades
Destroyers Fleet focus fire Solo engagement

Weapons Systems

Weapon Type Effective Against Weak Against Typical AI Users Notes
Laser Cannon Primary Fighters Shields Pirates, Mining Guild Basic hitscan weapon, very bad
Plasma Cannon Primary Shields Evasive targets Tsaii, Pirates Extremely dangerous to starfighters
Pulse Cannon Omni-directional Fighters Capitals Gunships, Corvettes Near-unlimited firing arcs
Heavy Laser Heavy Weapon Slowing targets Shielded targets Contractors, Raiders Explosion-heavy finisher weapon
Tri-Turret Heavy Weapon Medium Ships Fighters Corvettes Long-range artillery
Heavy Turret Primary Capital-ships Agile ships Frigates, Destroyers High sustained DPS
Phaser Heavy Weapon Shields Small evasive ships Alien capitals Massive burst shield damage
Torpedoes Secondary Distracted targets PD/evasion Most factions Punishes predictable movement
Capital Beam Event Weapon Everything Unknown Abyssals Event-exclusive weapon
Gaze Weapons Exotic Unknown Unknown Abyssals Poorly documented

Heat Mechanic Index

Core Mechanics

Mechanic Description
Kill Streak Builds through consecutive AI ship destruction
Heat Multiplier Reward scaling tied to streak progression
Credit Scaling Credits earned increase at higher streaks
XP Scaling XP rewards increase with streak level
Sustained Combat Bonus Long PvE sessions become progressively more profitable

Streak Behavior

Behavior Description
Kill Confirmation Streak increases after confirmed AI destruction
Continuous Scaling Rewards continue increasing as streak rises
Combat Incentive Encourages prolonged PvE hunting sessions
Escalation Risk Longer streaks often expose players to increasingly dangerous encounters

Persistent Rules

Rule Description
Creative Mode Heat decay is paused while in Creative
Server Reset Streaks may persist until the daily reset cycle (~5 PM EST)
Session Continuity Players can maintain streaks across multiple encounters
Server Reset Time The server will always reset around 4 - 5 AM EST