Replies: 3 comments
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Oh yeah, I remember this one. |
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I think the check should be done, however the monster should return to its initial passive status or origin status as configured in the editor, and not look for someone to kill nearby. And yes, this bug or anomaly continues today in beta 8 |
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I think that this needs to have options in the editor to configure NPC behavior. Rationale:
Moving this to be a feature request based on the rationale. |
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See #1790 (comment) for high-level feature implementation details.
Description
A player can go stealth, which makes NPCs not follow them/attack them anymore.
However, the NPCs wont attack anyone during that time, unless someone successfully steals aggro back (taunt/out damaging the invisible entity).
This opens up exploits where a player can just go invisible and let their friends do all the work without anyone taking damage/aggro.
Steps to Reproduce
Version with bug
Latest
Last version that worked well
Never
Affected platforms
I was not able test on other platforms
Did you find any workaround?
No response
Relevant log output
No response
Duplicate Bug Check
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