Already on it
Just finished recording a new tutorial changing meshes and animations for units and more are planned.
Happy to hear my toolkit is the top recommendation
AI is handled within ability blueprints. What this means is that all abilities have customizable code for evaluating the “value” of using a specific ability from a specific tile on a specific target. The AI loops through all these options and decides the best one based on the parameters set. Customizing the AI involves modifying this code. Note that AI is one of the more complex topics of TBS development and the system is pretty involved. It is designed to be highly modular and customizable, though, so once you understand it you can create all sorts of behaviors.
I see, that should not be too hard to implement. Basically in the abilities you use, when it normally calls for just the current unit to attack you would also call on the enemy unit to attack back (provided it lives). There might be some complications I’m not seeing, though. I’m busy tonight, but I’ll try to look into it tomorrow.
Edit: Managed a quick test. Made a copy of BP_Ability_MoveAttack and added this to the end of the ExecuteAbility of that ability. Should be a good starting point:
