Project

General

Profile

Feature #2965

Blindness doesn't affect AI

Added by Who Knows about 2 years ago. Updated about 1 month ago.

Status:
New
Priority:
Normal
Assignee:
-
Category:
Game Mechanics
Target version:
Start date:
10/09/2015
% Done:

0%

Severity:
Normal

Description

I guess this wasn't "fixed" because the TES3 engine does the same? (Does it?)
I'd expect creatures to stay where they are or carefully tap around. Instead creatures attack, guards defend...

coc "Seyda Neen > go to the bay between the huts and the light house > move towards the ocean, a slaughterfish will approach, click slaughterfish > SetBlindness 100 -> it still moves to and attacks th PC

when a guard comes to defend you, click it > SetBlindness 100 -> it will not stop

History

#1 Updated by scrawl . about 2 years ago

  • Target version set to openmw-future

Blindness affects hit chances but has no effect on AI.

#2 Updated by Alexei Dobrohotov 2 months ago

  • Subject changed from OpenMW: SetBlindness has no effect on NPCs/creatures to Blindness doesn't affect AI
  • Category set to Game Mechanics

#3 Updated by Randy Davin about 2 months ago

Is the blind bug fixed?

Blind increases hit rate instead of decreasing it__.->http://en.uesp.net/wiki/Morrowind:Blind

#4 Updated by Andrei Kortunov about 2 months ago

Is the blind bug fixed?

"Who Knows" expected that blind affects AI pathfinding and ability to find a target in combat, but instead it just affects a hit rate (as in Morrowind).

#5 Updated by Alexei Dobrohotov about 2 months ago

Also, there is nothing to fix if that bug wasn't in OpenMW in first place.

#6 Updated by Who Knows about 1 month ago

Alexei Dobrohotov wrote:

Also, there is nothing to fix if that bug wasn't in OpenMW in first place.

I thought that this project will create a 100% compatible but much better Morrowind engine.

Isn't that really strange that "blinded" beings can still follow you and hit into your direction after you moved? What happens if the PC is (completely) blinded? Can the player still determine where an attack came from or where to hit when the creature moved?

Okay, the original engine does is like that. Make it… ah… it's "openmw-future" already. Please make it a feature-request. Something like "consistent behaviour of the engine regarding …" Maybe there can be an entry that collects such engine inconsistencies.

#7 Updated by Andrei Kortunov about 1 month ago

Isn't that really strange that "blinded" beings can still follow you

There is a quest in the Morrowind where you neen to escort a blind actor (Pemenie).

#8 Updated by Randy Davin about 1 month ago

Andrei Kortunov wrote:

Isn't that really strange that "blinded" beings can still follow you

There is a quest in the Morrowind where you neen to escort a blind actor (Pemenie).

Lets imagine we escort a blind person in real life. We would give a hand or make sounds so the person can know the direction. :D

#9 Updated by Andrei Kortunov about 1 month ago

But we still will have to provide a backward compatibility with Morrowind game files. A new behaviour can break some quests or provide additional AI exploits.

Also available in: Atom PDF