Recalled units don't flee after Recall fizzles

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  • atnaujinta
  • Completed - Resolved

Unless the Mentor is not to believe, as he said they will attempt to flee if Recall is interrupted for them.

Game Version:
Steam Public
Platform:
Windows
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Lee "Noontide" Moon
  • Completed - Resolved
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Stefan Furcht Programmer
  • Completed - Next Patch
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Stefan Furcht Programmer
  • Completed - Resolved

I think the OP should be fine as units flee now always. In my opinion we should keep that unless anyone finds a problem with it.
If so, please report a new bug.

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Stefan Furcht Programmer

Well this is what they do Nutter, they can use "out of combat abilities" while fleeing.
I had the "attack occasionally" thing before but as units run then back towards an enemy it gets recognized as a bug I fear.
Now they would only attack doors or ramparts which block them from getting further to their home.

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Andrew "Nutter" Jaggar

Surely it would make sense that the only abilities they'd try to use whilst fleeing are ones which help with getting away (namely stuns and slows), anything else just gives the chaser time to catch up.

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Josh Bishop Creative Director

Probably the 'try to make an attack occasionally' option, but if that's not workable then they should just flee.

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Stefan Furcht Programmer

For now I changed it so that they flee focussed on getting home and ignore attacks entirely in the process

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Lee "Noontide" Moon
  • Pradėta
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Lee "Noontide" Moon

Requires design input.

In current implementation internally unit is more likely to flee but will stop ocassionally to use an ability on a chasing enemy unit. Should the unit flee without any chance to fight back, fight back with abilities, try to make an attack occasionally?

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Stefan Furcht Programmer
  • Completed - Next Patch