Henchman AI: Outstanding Issues


Master Zaprobo

 

Posted

This is a post to hopefully coordinate any and all bugs Masterminds are still experiencing with their henchmen (Primary Powerset Summons).

This should not be a thread for discussing these issues, as this would be better done in this thread - Pet AI.

Please add your own experienced AI issues in a similar format so there can be a nice consolidated list that Bridge/Rockjaw and company can pass back to Cryptic.

--

Panic in Location-based AoE Damage
Examples: Caltrops, Burn Patches
When in a caltrop field, henchman appear to retain the AI of a regular NPC and "panic", fleeing in a random direction and ignoring any commands issued to them - including goto, in an attempt to extrract them from the field in an orderly fashion.
Suggested Fix: Remove panic effect completely from the henchmen if they are issued a direct order by the player

Prefer X Henchmen acting as if they Prefer Y
Examples: A Battle Drone running into melee, or a Jounin staying at range
Appearing to be a hang-over from the NPC AI the Henchman AI is based on, the Prefer Ranged henchmen will often voluntarily run into melee and Prefer Melee voluntarily stay at range. This means that many special abilities will fail for players (Jounin Placate).
Suggested Fixes: Give each henchman custom AI. If they have more ranged attacks than melee have them purposefully stay at range, except if a NPC enters their melee or they lose Line-of-Sight. If a NPC is in melee, make sure that Prefer Ranged henchmen still use their ranged attacks (though giving preference to melee strikes). If the henchman is Prefer Melee, close to melee firing off Ranged attacks as they do so. Also, any special that requires a melee strike (Placate, Hide, Smoke Bomb) should have the AI cancel any ranged attacks at all and run to melee immediately


 

Posted

i have one i like to call

Hugging henchmen
when issued with a command to attack (all pets) my henchmen will sometimes run into each other and become "stuck". both pushing against each other and not actually moving from the spot they are on.
suggested fix: possibly give the pets some version of collision avoidance AI, or at least allow them to see each other in those terms.


 

Posted

Henchman pathfinding issues when told to attack.
When pets are told to attack an enemy that's not in their line of sight, they sometimes keep running in place not getting anywhere. However, if I move next to that enemy and then set pets on follow, they come to me. This means that they can find their way there, they just wont do it when set to attack.

Henchmen and resurrected enemies.
If my henchmen are set to attack an enemy (usually freakshow in this case) who is killed, and resurrected some time later, they will ignore all attack commands and permanently aggro on that resurrected enemy until it is defeated again.