Post by wascalwywabbit on Aug 29, 2016 17:56:25 GMT -5
Any progress on SaS? Last I heard it was to be juggernautified... That still the plan? I know others are at the end of current content and would like the next chunk first, and I'm fine with that, but I love playing with new talent builds.
Did enemy algorithms change with this patch? It seems enemy patterns are different. Over episode 1 and into early 2. It seems like enemies frequently hang back, not moving forward and some enemies like wolves and ratkin Warriors dart to the back rows or bypass vraes differently than Kincaid.
Play seems a bit different. It could be partly that vraes Fyona and tamilin are different in play and spacing enough to trigger different patterns than my old go to party.
phaze - when new abilities are added to monster groups, it changes some of their planning routines, but I wouldn't expect that it causes the kind of wide-spread changes you're seeing. I am sure that is the AI reacting to your different play style and spacing with a different group.
phaze - could be all sorts of reasons that they are taking what might not seem like the most optimal route ... but as you said, its a far more threatening route!
The party spacing may have to do more with the distance between your front and back rank, or your front and just-behind-front hero, or the style in which you are holding choke points (2 heroes instead of 1).
phaze are they missing Vraes completely or just moving to one of his back tiles? Because if they are not going to him and he is 2 squares away and the back line is further then the patterns have definitely changed.
I need to test more specifically but the play does seem different. I need test party set-up and placement intentionally to make a clearer statement. Specifically, if I am using Fyona closer to Vraes and changing pathing accidentally. I don't think it is an issue of them targeting Vraes back tile. It is more that enemies are unexpectedly choosing very odd routes despite open pathways existing to Vraes or the rest of the party that are clear and direct.
The other thing that seems to pop up is that more enemies are holding still as opposed three enemies advancing. I've had a fair number of battles of needing to chase down enemies that are not advancing or only one enemy advancing one at a time despite an open battle field. This happened occasionally in prior games but seems to be happening more now.
Again, this is my sense heading into episode 2 but not specifically tested.