AI Bug

Talk about creating mods for Druidstone here.

Moderator: Sir Tawmis

Post Reply
User avatar
Isaac
Posts: 33
Joined: Fri Apr 19, 2019 5:05 pm

AI Bug

Post by Isaac » Mon Aug 19, 2019 9:47 am

Animal opponents still halt and do nothing when a path to the party is not apparent, but this blocks the more intelligent enemies who can trigger switches. So this can create a situation where spells & range weapons can pick off the enemies with no risk.

Image
https://vimeo.com/manage/354539703/general

BTW... Have you seen the effect of killing enemies with the electrical trap? It kills targets in realtime, but in linear order.

In my play of the map, I killed both guards at the same time by pulling the lever to activate the trap; they were both standing in front of the beam.
Also, the first time I passed the trap using the Warden, because his cloak made him immune to electrical attacks. He got hit about a dozen times (each for zero damage), before the trap automatically shut's off.

There is another bug here. The Forcefield spell, shatters [inexplicably...from a player's perspective]
when cast on either of the tiles that are —potentially— affected by the electrical trap.

Image

https://vimeo.com/354622920

Also: (But possibly not a bug)
When the guards are on the other side of the trap, and can't reach the switch... they just guard—even though within range of attack with their weapons. I couldn't test this for opponents with ranged weapons.

Image

User avatar
petri
Posts: 117
Joined: Thu Apr 11, 2019 10:07 am

Re: AI Bug

Post by petri » Wed Aug 21, 2019 7:01 am

Many thanks for the bug reports!

User avatar
Isaac
Posts: 33
Joined: Fri Apr 19, 2019 5:05 pm

Re: AI Bug

Post by Isaac » Wed Aug 21, 2019 1:54 pm

Another possible bug:

It seems that the sirens can cast the suffocate spell while they are themselves suffocating from the spell being cast upon them.
The description says that the target cannot cast spells while suffocating.

Post Reply