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Post by electrohydra on May 26, 2017 17:29:11 GMT -5
Going to use this as a general topic for things that could be done to make henchmen smarter, act more like player characters without having to inflate their numbers.
First suggestion : Use their abilties on the nearest enemy (Lowest HP?). Too often my henchman disengages from a fight to run to the other end of the room to do his Shield Slam or Covered Strikes.
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Post by electrohydra on May 27, 2017 0:10:33 GMT -5
Second Suggestion : I know we already talked about it on Discord, but leaving this here for reference : PCs (And some NPCs) can use potions, it would be nice if Henchmen could as well. Not spamming of course, but maybe a Red once or twice per fight when they get low, maybe a Green every few minutes out of combat even if that's possible.
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Post by Psionic-Entity on May 27, 2017 12:35:07 GMT -5
Going to try adding potions next update, but it will be in a beta/testing state until I can play with it for a while.
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Post by electrohydra on May 28, 2017 17:53:23 GMT -5
Potions is looking nice. Maybe a little too nice, even. Depending on intent....
General Stuff : -The animation seems wrong. They aren't actually drinking a potion, rather (Onegus at least) raises his hands in the air, shaking them.
Red Potions : -Would it be possible to have the rate at which the henchman drinks these vary with their current health? They probably shouldn't be drinking them when they are above 50% health (And certainly not when they are missing only 5 HP). On the other hand, when they start to get very low they could drink them more frequently?
Green Potions : -Not sure how it's intended, but my henchman now is at full HP at pretty much every fight. Not complaining about not having to dump potions into him (Nevermind when you don't have an Injector yet...), but if that was not the intention, then perhaps they could drink these potions at a slightly reduced rate.
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Post by Lugwy on May 28, 2017 17:57:49 GMT -5
The caveat is that the henchmen drinking animation takes a full round. I guess that may be to compensate for the fact they don't have toxicity per se?
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Post by neethanial on May 28, 2017 17:57:50 GMT -5
I've noticed them using reds occasionally. Casting potion and such. I would say using greens a limited number of times base on party size or per dungeon?
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Post by electrohydra on Jul 1, 2017 0:06:30 GMT -5
Can we please have Shield Charge disabled by default. I don't think I've ever seen it used by a henchman successfully so far, and even less used in a way that wasn't strictly inferior to just auto-attacking.
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Post by Psionic-Entity on Jul 1, 2017 11:43:31 GMT -5
Sure, not hard to make "off" the default state.
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