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[bug] Autopause when sighting enemy after dialogue not working *Not an issue*

LuneverLunever Member Posts: 307
edited November 2012 in Fixed
Current behaviour:
If an enemy becomes hostile at the end of a dialogue, "autopause on sighting an enemy" fails to work.

I don't remember anymore exactly, but after some - I think official - patch the autopause function when sighting an enemy doesn't work anymore, if a formerly neutral NPC becomes an enemy after a dialogue. Very annoying, since the interface only reacts very slowly then in regard to a manual pause - only after all enemies have already acted.

Requested behaviour:
When at "End dialogue" an NPC gets hostile, the game should firstly check for the auto-pause option "when sighting an enemy".
Post edited by Tanthalas on

Comments

  • BalquoBalquo Member, Developer Posts: 2,746
    @Tanthalas Just tested this with a few NPCs and it works fine. Non issue or it has been fixed.
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