Windows/64 #50 (#127) Relentless enemies (AI feature) [RESOLVED]

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VMblast
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Windows/64 #50 (#127) Relentless enemies (AI feature) [RESOLVED]

Post by VMblast »

Now I know this is concerning more advanced AI enemy support, but I wanted to make a note here just in case.

When in dungeons (eg on those bridges structures) and when you see enemy on the other side of the ledge, that enemy immediately start charging and fall all the way down and not get killed. In my view, two things should happen, ether monster stop in front of the ledge, or it charges and fall down and die. :P







PS - MODs were on except mountains/hills + super Textures pack 3.0
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Midknightprince
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Re: Windows/64 #50 (#127) Relentless enemies (AI feature)

Post by Midknightprince »

This is classic Daggerfall behavior..
Also, when they put spells in, your gonna wish they all stage dive off ledges... :D
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R.D.
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Re: Windows/64 #50 (#127) Relentless enemies (AI feature)

Post by R.D. »

In the original game they don't walk off of ledges, but they can fall off, either from you knocking them off or sometimes on their own. And they take falling damage, too. In DF Unity they don't stop at ledges or take falling damage yet.

R.D.
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Re: Windows/64 #50 (#127) Relentless enemies (AI feature)

Post by R.D. »

AI no longer charges off of ledges. Fall damage for enemies isn't in yet, though.

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