Quasimorph

Quasimorph

AI needs evasive behaviour when it comes to hazardous tiles.
For as much as I like the punishing aspect game, there are plenty of parts of it that are just flat out stupid as ♥♥♥♥ ♥♥♥♥♥♥♥♥.

Chief among which is the fact that AI doesn't seem to recognize hazardous tiles whatsoever. kind of defeats the purpose of an area denial weapon like a flamethrower or acid grenade, when enemies just charge through them, taking no meaningful penalty and one shotting you.

At the very LEAST AI should suffer some sort of accuracy or AP penalty when on a hazard tile and should outright NOT attack if they fail an armor resistance check and proc fire.

The player/AI should be able to take a "knocked down" proc to put the fire out in one turn.

Which brings me to another pertinent topic Escort missions: Instantly killing a character because the dumb as ♥♥♥♥ escort objective runs through fire or runs AWAY from you as you're trying to heal them is cheap as ♥♥♥♥.

A dead escort should result in a timed extraction, or simply you losing any items looted on the level to "pay off" the failure.

That, or give the NPC the ability to heal themselves. Lost two geared characters because the escort got firebombed and died before I could do a ♥♥♥♥♥♥♥ thing. Pretty cool.
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Showing 1-5 of 5 comments
Hanti 10 Aug @ 11:38pm 
Didn't play this game much. So i don't have much of an opinion. But losing the clone for a failed escort is really weird.
Originally posted by Hanti:
Didn't play this game much. So i don't have much of an opinion. But losing the clone for a failed escort is really weird.
People have been harping about weird loss conditions forever. Like the fact that clones are not actually expendable despite that being the whole idea with them being clones, you can kill/destroy your target and succeed the mission on paper....but still lose because you lost your very expendable clone. And this just goes schizophrenic on the reverse where if you lose escort/cargo/satellite you still kill your clone lol.
It is very badly structured and makes little sense outside of a meta/genre level.
Kaia 19 hours ago 
So i have had a similar complaint for a while, and the devs commented that there actually is an AI script for checking for safe tiles, and that they're open to look at it again, because it seems like they're not too good at self preservation. They've said they're open to having another look at it but that it wasn't currently the focus of their patch. So dunno about now but it's a potentially identified issue

I forget the exact % but it's there for you somewhere on the forums if you use the search function.
Enemies seem to avoid hazard tiles, unless they find no alternate path, then they just YOLO through without a care in the world. They also don't mind investigating hazardous tiles when they hear noises but don't see the player, which is broken to the point you end up abusing it even without knowing it or even causing it. And while we're talking dumb AI choices, they should also recognize when they have superior cover and are blocking the player's path to the objective, and wait behind said cover, instead of bum rushing out as soon as you turn a corner or otherwise get outside their attack range.
phoagne 34 minutes ago 
At the NPC generation the game rolls if that character would avoid dangerous terrain or won't. The chances to make them avoid it depends on the type of NPC.
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