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Did the last patch break a tiny bit of NPC AI?


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#1
JJM152

JJM152
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I've noticed something wierd recently.

If you set a companion to drink your least powerful potion upon some status change (health/mana < x%) then if the potion is on cool down (the lowest one) they just sit there like retarded monkeys until the cool down goes away.

Shouldn't they either:
  • Drink a different, higher level potion not on cool down.
  • Pass over the tactic if the potion is on cool down.
Either one would be fine by me, but just sitting there.... ugh.

It's the same thing with poisons as well, you can't make a decent AI tactic for a companion to use a poison because they will fire it off, then sit there like a retard trying to apply the poison again (but it's on cool down).

Did this just start to happen recently, or was I just not noticing it before?

#2
Dark83

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The latest one certainly broke my previously awesome Leliana set.

I had set melee abilities ahead of ranged ones, with a "switch to melee weapon". This worked - if she wasn't being attacked, all that was skipped (since she didn't have a melee weapon equipped), and it went to the ranged skill goodness. If she got attacked in melee, that triggered the switch to melee command, and then the melee weapon powers triggered. If she isn't surrounded by enemies, my switch to ranged command kicks in. Now, it's all broken, so I just have her be default archer. Boo.

#3
Guest_Draetor_*

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The poison one has always been there. I could never get it to work. It basically makes your Rogue companion useless at the start of battle, so you have to remove it from tactics.



The health one I'm not sure about.