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I'm sharing various information with the author of Physmig for the upcoming update.
I'll share some of my findings. When it comes to sieging/defending a castle, the second and fourth wall segments are bugged (numbering from top to bottom). During a siege, this manifests in the fact that enemy creatures continue to remain within the castle walls, even when these walls are breached (but if the AI's behavior changes from defending to attacking during the battle, it will use the breaches to exit). If it's about defending, you can position one of your units immediately after the moat in the breach, and the enemy unit that tried to break through the castle walls through the breach will defend itself, standing in the moat, almost until the very end of the battle, switching to attack mode only when the AI feels that it is losing in strength. But the logic of this bug is not entirely clear to me. It was only with its help that I was able to defeat Gunnar on the "The Lord of Rings" map. His army consisted of two legions of medusas (upgraded + non-upgraded) and two legions of nagas (upgraded + non-upgraded), with significantly superior stats and the Banner of Courage. My army consisted of about 2,000 witch harpies, half a hundred archons, and the rest were minor units. Somehow, I managed to survive all the medusa attacks, but then the AI cast earthquake until the walls were breached, and the nagas crawled in and slaughtered the remnants. But in the lower breach, they started to defend themselves, and I killed them all with harpies in about an hour of intense attacks :smile04: