Recalled units don't flee after Recall fizzles

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  • 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 Designer & Community Manager
  • Under Review
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Lee "Noontide" Moon Designer & Community Manager
  • Pending Customer

Did the units you tried to recall have a lair? In my tests I found that units would continue to run if they had a lair but if they didn't then they would run a short while and then turn and fight.

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ZzZombo

No, I tested the Sentinel and the Gnarling separately, as one doesn't have a lair, and the other does. I dropped them alone near enemy and immediately recalled them. The Sentinel after fizzling went to train, and seemed to ignore the attacking enemy Sapper, but shortly turned back and continued to fight. The same happened to the Gnarling. So in short, nobody would flee, but rather they attempted to perform some other job, but it didn't become their top priority, completely ruining the purpose of the spell.


Even if it was so, recalled unit should attempt to flee to the Dungeon Core if it has no lair.

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Lee "Noontide" Moon Designer & Community Manager
  • Accepted

Agreed, passing through to code team.

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Stefan Furcht
  • Started
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Stefan Furcht
  • Completed - Next Patch
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Lee "Noontide" Moon Designer & Community Manager

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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Lee "Noontide" Moon Designer & Community Manager
  • Started
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Stefan Furcht

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

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Josh Bishop

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