Tagbolts DO light up a thief for AI, it's only when they're using invis potions that they can't see them. If they're not, the AI can see the perfectly illumitated, VISIBLE thief just fine.
There seems to be some problem with Z-axis perception with the AI, though. Try this, fire up a single player game on a map that has some height to it and guards outside, then use the "fly" cheatcode, go way up, and while nice and visible, go above one of those AI on the ground, The go nuts. If you're close enough (in the X-Y plane) they'll even whip out their melee weapon and start swinging at the air.
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New AI guard idea.
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It is weird that they can't see you. I hope its fixed in 1.3. And after 1 shot, the AI didn't know exactly where I was, or didn't appear to. But after 2 he would light that flare and come a runnin'.Leave a comment:
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Originally posted by Kiech BephoOriginally posted by -=V12US=-Originally posted by LuroxYou really want to kill the thief?
KiechLeave a comment:
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Originally posted by -=V12US=-Originally posted by LuroxYou really want to kill the thief?
KiechLeave a comment:
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Originally posted by LuroxYou really want to kill the thief?Leave a comment:
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New AI guard idea.
When AI's are being sniped from locations they can't get to by foot (IE: a roof), they should fire a tag arrow to the location where the sniper is hiding... (obviously the accuracy should be less to substitute for the fact that they can't see the thief).
This would stop people from sniping so darn much, and it would also balance the thieves bow a bit since they can't use it so freely as they can now.
Practically, it's the same thing as a flarescanning AI, but over a larger distance.Tags: None
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