# AI acting different

**URL:** <https://community.gemsofwar.com/t/ai-acting-different/14546>\
**Category:** Gameplay Chat (PC/Mobile)\
**Created:** [October 29, 2016, 2:29pm UTC](https://community.gemsofwar.com/t/ai-acting-different/14546 "2016-10-29T14:29:55Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Sirrian](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/sirrian/32/35758_2.png) [@Sirrian](https://community.gemsofwar.com/u/Sirrian)\
**Post date:** [October 29, 2016, 3:15pm UTC](https://community.gemsofwar.com/t/ai-acting-different/14546/4 "2016-10-29T15:15:25Z")

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> [@Krimlin](#):
>
> AI normally cast as soon as possible. Am I crazy?

I just checked the AI files, and there have been no code updates since we changed the matching priority for Frozen troop colors (and one specific bug fix on Orion’s spell AI a couple months back) on PC/Mobile.

The AI has always had the ability to wait a few turns since version 1.0, but it bases it off a few things… for example any troop that boosts from gem colors will have a chance to say “nope” if there aren’t sufficient gems on the board. Likewise, some troops with weaker spells (e.g. Ogre is a great example) just have a straight up chance of saying “nope” on _any_ turn.

However, the nature of codebases is that the AI functions call lots of _other_ support functions. It is entirely possible something in one of those has changed as part of a new feature or bug fix, and it is affecting the AI in some new or unintended way.

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