I’m having problems with my Fighters picking fights with neutral mobs (Auto attacking without prompt) that wont attack until attacked and getting themselves killed.
Also having problems with Mob spawns in side the town in large numbers and them killing off my workers before the fighters can get there. In one case I had a worker already under attack before the music even alerted me to the spawn.
I really don’t want to play on neutral but the spawns are ridiculous and my fighters are a bit …stupid.
Hey there @Ayumi, welcome to the Discourse! Footman will auto-attack any enemy, and the only time an enemy is neutral is during the Goblin campaign while the chief is waiting for your “stuff”.
As for mob spawns within your towns, the devs are aware and @Albert has been working on improved spawning code that we should see in A15 to try and help avoid this. Hope this helps, let me know if you have any questions!
The large Zombies that guard a treasure don’t seem to be attacking anything unless you go for them or their horde. (What I meant by the neutral mob) I like having the big guys around they act as a natural defense and with attack other aggressive mobs as long as I don’t mess with them. Just a little clarification. :3
I was having a problem later in the game where one out of four footmen where travelling a quarter of the map to attack a goblin camp. The other 3 where patrolling around my town normally. It was annoying in that if i where to leave him alone he would have gotten killed. I tried the guard command but he refused to listen.
Unfortunately there was no bug report but it was still annoying.
Since this seems to be an ok place to mention it and i dont want to make another topic; I really hope that we’ll be able to command individual Archers to individual section of wall. A hold command(As in hold and do NOT move!) or patrol command would be pretty neat too, since there does seem to be some emphasis on the military aspect of the game.
Yeah that was my main problem with the Footman. Its one thing to auto attack its another to swim across my lake to attack mob on the other side in the water. What sucks most is when you cant stop them. All I was able to do to stop it from attacking was to was change the Footmen into Workers when they are not needed. (But then the problems with spawns makes that pretty much suicide for you townies)
What works is, if you give them a move action in a small range around the Footman ( r < 10 blocks)
My footman hear on this command… (realy important the move action, not the attack-move action, green arrow)
maybe it works at your world too.
Yeah I tried that. :c Sadly no matter what I did the Footman would just track right on back to the mob. If I gave him a command to move he would move to the point then re agro onto the mob and go right back. None of the other area commands seemed to keep him in one area. No matter how far, he would go pick a fight if he wasn’t being given constant move actions.
Yeah thats how i controlled him until i could get my other 3 footmen to group up with him so he wouldn’t die.
I just zoomed out and noticed a random hearthling travelling to a goblin camp that had been there for a few in game days. It was completely random behavior.