#11100 Party members should not be baulked by other party members when attacking enemies
kamuizin
Member Posts: 3,704
I forced the gameplay for a while but it's a persistent issue, so i can only label this as an bug.
The path schedule has been changed in v1.3 as stated before, the NPCs now wait when their path is blocked instead of instantly calculate another path, which sometimes lead to stupid decisions as turn around an entire map to reach a place 3 steps distant just because someone was in the path in the instant that NPC tried to pass.
Ok, this change is good, but what isn't good is:
in fights sometimes, when one of my NPCs is attacking an enemy, they block the direct path for that enemy to another of my NPCs that target that enemy, instead of doing a single step to the side, now my NPCs (and main char) wait forever the attacking NPC move (what must be done manually) to attack that target.
What i mean is, if one of my NPCs choose a target, he will walk to that target in directly line, if he had to move a single step to the left or right to reach that target, he will wait forever until i manually move him one step to the left or to the right or if i move the other character in front of him so he can reach his target in directly line.
While the old script was sometime dumb, this new script in overhaul is worst than the previous.
Current Behavior: NPC wait forever to reach a target if anything is in his path.
Expected Behavior: NPC shoudn't calculate stupid routes to reach his target, but should change them when the obstacle clearly isn't temporary.
I researched in BG2 V1.3 bugs and surely this issue don't have a report yet.
The path schedule has been changed in v1.3 as stated before, the NPCs now wait when their path is blocked instead of instantly calculate another path, which sometimes lead to stupid decisions as turn around an entire map to reach a place 3 steps distant just because someone was in the path in the instant that NPC tried to pass.
Ok, this change is good, but what isn't good is:
in fights sometimes, when one of my NPCs is attacking an enemy, they block the direct path for that enemy to another of my NPCs that target that enemy, instead of doing a single step to the side, now my NPCs (and main char) wait forever the attacking NPC move (what must be done manually) to attack that target.
What i mean is, if one of my NPCs choose a target, he will walk to that target in directly line, if he had to move a single step to the left or right to reach that target, he will wait forever until i manually move him one step to the left or to the right or if i move the other character in front of him so he can reach his target in directly line.
While the old script was sometime dumb, this new script in overhaul is worst than the previous.
Current Behavior: NPC wait forever to reach a target if anything is in his path.
Expected Behavior: NPC shoudn't calculate stupid routes to reach his target, but should change them when the obstacle clearly isn't temporary.
I researched in BG2 V1.3 bugs and surely this issue don't have a report yet.
Post edited by Gate70 on
3
Comments
Thanks
(I tried a couple with no joy, but appreciate it is happening so would help me if you could supply one)
2) Have characters move north-east along the path. There should be two wolves you encounter.
3) Have characters attack the wolves (in my case party AI was on so they did this automatically)
4) Notice how one of the characters (Siona in this case) stands behind the other characters and doesn't move, even though their weapon has a range that is too short to hit the enemy they are trying to attack.
Additional Information: (Screenshot)
In the following screenshot Siona (blue circle) is unable to attack the wolves. She sits there twitching around as though she is trying to get to the enemies (but she isn't making it).
Tagged, thanks for your help here.
I hate to sound critical but vanilla bg2's pathfinding was fine for the most part; seems like EE 1.3 patch's attempts to improve it to appease folks who are unaware of/unwilling to use shift+mouseclick for long distance movement made things significantly worse.
For the record: the same thing also happens frequently in BG1ee.