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Mob AI glitch (level 3)

Posted: Thu Apr 12, 2012 1:33 pm
by Crise
Near the start of the level (after pillar of light) you have some pits... when you fall down on them what you get is this:

Code: Select all

  _____________
  __|__|_X_|_Y_|
           |_Z_|
Where:
X = mob
Y = teleporter (inactive, as you need to turn it on)
Z = me

The glitch is that the mob stops at tile X and starts rotating in place, because it can't get to me. So something about Y says to mobs "You can not step on me" even though the teleporter is yet to be activated (ie. there is no reason for mob to avoid said tile at this point in time and act as if it can't get to me).

Re: Mob AI glitch (level 3)

Posted: Thu Apr 12, 2012 1:46 pm
by gambit37
Hope it's OK to add another AI problem to this thread? Saves starting another one.

Generally the AI is very good, but I've noticed that the archer guards aren't very smart. They often just stop and turn about on a single tile (in an open room) waiting for the party to move. As such, they provide no challenge. They don't flank the player, or try any tactics to get to me, they just wait on a diagonal tile

I don't know if it's by design or not, but I think they need to be made smarter as they are a boring enemy to fight against because they are predictable. Sorry, I hate to criticise this great game, but it does really stick out as a weird anomaly.

Re: Mob AI glitch (level 3)

Posted: Thu Apr 12, 2012 4:36 pm
by Darklord
I noticed the skeletons acted quite unintelligently, but then I figured they don't really have much brain so it probably makes sense. Spiders by comparison are evil geniuses! :twisted:

Daniel.

Re: Mob AI glitch (level 3)

Posted: Fri Apr 13, 2012 7:03 pm
by TheWitchfinder
I have the same problem. It's not the mob, it's an "invisible wall" because you can kill the mob with throwing weapons and magic but you can't go forward