Makes AI fleeing from battle that get attacked from close range actually be smart and fight back.
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Author notes
Be Fair
File credits
King Harlaus
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Changelogs
Version 1.3.2
Fix for the same crash I attempted to fix in 1.3.1. I think it has to do with the game thinking the player agent (maybe a mount?) is retreating, if yes, then it should be fixed this time.
Version 1.3.1
Fix for null object crash MakeRetreat(Agent) line 112
Version 1.0.8
Fixed null error crash on line 157 (it was actually line 164 but visual studio goes stupid when you build in release mode)
Version 1.0.7
Fixed a crash with IEnumerable.Count. Now checking if null before using since the method returns an empty list yet when casted became null? It didn't happen to me during testing so hopefully I fixed it now.
Version 1.0.6
Fixed a long time bug that was causing retreating agents to still act vanilla. Now this script works right. I always knew something was wrong. Especially in custom battle the script was very unreliable for a long time. But now it works perfect! ;D
Now retreating agents who witness their ally be attacked will help. They have to be nearby as they are panicked and it is every man for themselves and not going to run from far away to help, they only care to stay alive while being routed. So only if they are nearby the retreating agent being attacked and can actually see what is happening then they will help. It is not just based on distance but if they can actually see them with their eyes (ray casting from their eye position).
Version 1.0.5
Added script functionality to Custom Battle mode.
Version 1.0.4
Fixed aggro'd agents not retreating again when the attacker went out of range.
Version 1.0.3
Compiled on beta branch. If any errors report them in bugs tab with screenshot of error message. Stable branch is no longer supported for crashes or errors.
Version 1.0.2
Fixed a random crash. Either the fleeing agent's position or team was null for whatever reason.
Version 1.0.1
Fixed bug causing them to freeze after taking damage while fleeing. I was resetting their AI which was not a good thing to do. :3
Added proximity based code so they would register enemies that attacked them from their rear. Before enemies only responded if they had you in line of sight.
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I think it just looks ridiculous how the enemy will be fleeing and you can trot along side of them with your horse and just whack them all to death 1 by 1. I understand they are just trying to flee but if a guy on a horse is trotting along side of you and whacking you on the head you would try to at least respond to that before continuing to run. So now when AI are fleeing from battle if you start attacking them they will actually draw their weapon again and fight back. They will stop and realize they can't run anymore and actually start fighting back again. An enemy has to be very close for them to stop so their priority will still be to run but now this will make the fleeing AI act a little more realistic.
Use Vortex to install to modules folder. This is the first release so expect bugs, just report ALL bugs in the bugs tab so I can keep track. it is ok to let me know in the comments if you like but it is better in the bugs tab. If you experience crashing, it is very important you screenshot the error message and show it to me when reporting a crash. I won't be able to fix crashes without the error message!! Always give thorough detail when reporting a crash.