Discussion in 'Bug Reports' started by MrChocodemon, May 14, 2017.
I THINK that's because the game unloads collison to save memory and maybe not NPCs
But that's a long winded guess...
Why have they even such a long aggro range?
They just love to bite, i guess.
A few patches ago I remade their AI to make it better in multiplayer, but I apparently forgot to add targeting checks to make sure they weren't trying to chase into walls
Did you also remake the jumpkins?
Yes, and both have been fixed in this regard (or will be in the next patch!)
Trivia: they're both based on the small Mimic, which didn't have to deal with walls
Why not the other way around? I mean you could have used the Jumpkin as a template for the other two.
Because the Jumpkins and Shroomies were the ones with the bad multiplayer implementation in the first place. I based them off the mimic because the mimic was designed to work better!
I was playing some 2P arcade a few days ago and everything seemed to be moving a little bit faster than I was used to, which I chalked up to latency issues or something. I assumed it was also latency issues when I got to Pumpkin Woods, where I kept smacking pumpkins with my wand or popping them with arrows, but they absolutely would not take the on-hit-stun pause. Did this behavior get changed in the update as well?
Edit - I just toggled beastmode on and went there in storymode. Yeah, they have a MUCH shorter 'pause' duration. If you're not constantly damaging them you're going to get chewed up by them.
You're quite right! This was unintended, and I'll be giving them back the good ol' "chill jump" they did after being hit before!
As for the other enemies, that probably was due to latency.
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