Telepath Tactics Liberated

Telepath Tactics Liberated

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Banjax 1 17 Apr, 2022 @ 10:49pm
Enemy AI in tunnels
Hi again.I have created a level involving enemies chasing the party through a winding tunnel map. My expectation was that the enemies would pursue the party but that is not always the case. If my party rushes ahead so quickly so that they have looped back and are in a tunnel directly under the enemy, the enemy will sometimes go the opposite direction than they should (i.e. away from the bend to the lower tunnel). As there is only one path the enemy can take to reach the party, I thought they would pathfind that as the shortest path to the party. Instead it looks like the enemy is pathfinding as if they can walk though walls to reach the party which sends them heading in the wrong direction. They then mill around doing nothing. I have the enemy AI set to aggressive.

Are there any commands that I can use to get around this situation, i.e. a way to force the enemy to pursue using the only path not blocked by cave walls? Is this expected behaviour from the AI? The enemy isn't attacking the walls so I'm not sure why the AI thinks it can reach the party by staying on the opposite side of a cave wall to them. Worse case I can probably do something like have a blocking wall blow up after a certain turn count, but I thought I'd check with you about other available options first.
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Sinister Design  [developer] 4 18 Apr, 2022 @ 7:00am 
The AI tends to have a priority in which it undertakes actions. If it can move and use a skill on a target within range, then it will almost always do that first; if not, it will plot a long-range path to a desirable target and move along that; and if it can't find such a path, as a last-ditch effort the AI will simply move so as to reduce the total distance between itself and the target without regard to whether it can actually reach it. It sounds to me like the last procedure is happening. I'll do some testing and see if I can reduce the number of situations in which the AI ends up in that final, failsafe state.
Banjax 1 20 Apr, 2022 @ 5:41pm 
I have tried everything I can think of and I can't get the enemies to pursue once I have doubled-back into a tunnel that is below them. I removed all side passages so I only had one, continuous tunnel but that made no difference. I even added Cavaliers as a faster unit to pursue, but they behaved even worse than standard units, milling around doing almost nothing. I am going to completely redo this mission, turning it into a slow, fog of war exploration rather than a fast pursuit. Fast pursuit missions work fine on more open maps.
Sinister Design  [developer] 4 22 Apr, 2022 @ 3:10pm 
Try it now. ;)
Banjax 1 22 Apr, 2022 @ 6:01pm 
I think the changes have broken the game. I will submit the details in the Bug section.
Banjax 1 22 Apr, 2022 @ 7:53pm 
Also, I have completely redesigned that pursuit level so feel free to roll the AI back to the 1.0.20 version indefinitely if that is the culprit. The AI has always been great in most mission scenarios. I don't recall ever having an issue with it in the core game missions. Unless it is a quick fix, I am happy for you to spend your time on Together in Battle rather the optimising the AI for edge situations like mine. I'm guessing Together in Battle doesn't have a lot of winding tunnels in its arenas :)
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