Author Topic: Fleeing enemy goes into fire  (Read 1446 times)


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Fleeing enemy goes into fire
« on: January 30, 2018, 07:54:18 PM »

Seems you're checking fire in the pathing. Perhaps it won't be a bad idea to mention this one too...
On several occasions I've been experiencing a situation as follows: A non-burning enemy with ~3HP switches to fleeing. If there is fire on the floor on the [shortest] path to escape, it seems he decides he's tough enough and goes right into. Surprisingly, it burns. And his gangster career ends right here. He could have taken a slightly longer path around, it isn't blocked.

His non-fleeing comrade went around just a turn before. So possibly this goes only for fleeing AI.
It's a bit hilarious:) So in case intended I suggest to give them a surprise bark or something...


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Re: Fleeing enemy goes into fire
« Reply #1 on: January 31, 2018, 10:43:15 AM »
Yeah it was being abused, so made enemies more likely to go through it. Unfortunately, it's entirely possible to abuse it this way too :) May be able to prevent pathing through fire for fleeing easily enough. Improving the way enemies generally interact with fire is on the radar, so hopefully will get a chance to have a look at it. Have ideas on improving it, but based on the way the AI code is structured and potential performance issues from adding more checking to the pathing and with generating multiple paths per order and comparing, it's hard to say

Good idea on the bark :) any suggestions to boost the hilarity?