Creatures are having problem with cancelling their tasks if the subject of interest gone - which makes them annoyed.

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I was trying to find out why the most annoyed creature is always a Beastmaster, Necromancer and Witcher, even if I own relatively small dungeon, every need can be fulfilled easily, abundance is everywhere. I just took a fight with opponent with my beasts and than noticed a Beastmaster comming to a place where the battle was taking place, but not anymore, none of my beasts were there for a 20 seconds (no beast rally flag anymore too), so he just went into the enemy territory and died because an opponent still had it's minions there.


I also noticed a strange behaviour where Gnarlings after being knocked out by traps, than being taken to lair and than having life points refreshed to a minimal amount - instantly went to that trap again that was KOed them before (no rally flag). Maybe there's something related between case with Gnarlings - in both cases an action to stop chasing for something like supporting Beast / destroying a trap (also Necromancer that want to rise a Revenant) do not cancel out.


It looks a bit like in case of Workers that can take artifacts or corpse of fallen enemy from any unclaimed, but revealed territory - if there is something that worker or creature can do with on revealed (it doesn't need to be owned) territory it will go and take an action with that, even if a subject of interest is not there anymore.


A Witcher seems also want to buff any creature close by no matter how far will that creature go, so it easily become annoyed because it's trying to pursue the target. I guess it's related to all healing/supporitng creatures, but haven't checked that issue with all of them.


Is there anyone else who had similiar experience with that?


What if there could be a range of things thart a creature could do - like Beastmaster that could help beasts only if there are in his "range"? Even now workers are trying to deliver a part to a trap that has been built already, by me throwing there some parts from the Forge.


Spec: Win 10, Radeon 7800HD, minimal graphic setting set.

Game Version:
Steam Public
Platform:
Windows
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Sebt

It worked in the same way on any map:
1. Pick up all your beasts with the hand of evil, than drop somewhere far away from any Beastmaster current location.
2. After that, pick up all your beasts again with the hand of evil (or simply turn all of them to gold where you dropped them).
3. Having all beasts in your hand of evil, search for any Beastmaster that is heading the place where you picked up your beasts again. It won't stop until it reach it's target - and when it does - unable to fulfil the task it will just do the next task.
You might notice that, unless you drop one of the beast your Beastmaster targeted (in order to cast a spell on that beast) it won't stop heading to the point, where it's targeted beast had been picked up by you last time. Now imagine a Beast Master, that want to put a spell on a beast, actually residing on the other side of map - yes, it will seek out that beast no matter what.

Originally, I was trying to figure out why Beastmaster or Witch Doctor were the ones who are so often mad about unsatisfied needs. I figured out, that they are creatures who have supporting spells, they can cast on ally creature that is currently not being even occupied with battle, but doing common things. So i.e. a Beastmaster may even go to the other side of the map to put it's spell on targeted beast, so it's running around the map may take enough time to get it mad about unsatisfied needs.
My solution for a support type creature like Beastmaster would be - to limit the range of an area, in which supporting-type units would search for a creature to put a spell on, so it won't need to go any further than area of that set range.

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Lee "Noontide" Moon
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Lee "Noontide" Moon
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Thanks I've managed to replicate based off your instructions. I'm not sure if there's much that we will be able to do about it but we'll put it in our triage queue for our next pass.