Bears seem to require far too much head damage at close range, would it be possible to split the head into 2 areas?
Also there seems to be a "bug" in shallow water... the bear slow to an absolute crawl around the light house water area.
Plus another "issue" related to bear behavior, the AI engine does not seem to prioritize areas where there are players and wild life, it seems to take quite a while for the behavior to trigger.
https://files.facepunch.com/forum/upload/338038/02cd47d5-8042-475b-849d-02eb647eb7c0/20190103182829_1.jpg
After looking at combatlog myself I cam to the conclusion that animals do register different body parts being hit but theres no multiplier for that. Everywhere you hit an animal will deal the same damage depending on the weapon. So head damage is no more than leg
That is pretty weird, if intentional.
But funny
If they fix the Bear "charge" thru water, (other animals do it as well) then that would be a bit better.
But also the animals seem to "migrate" and don't de-migrate, so if I have my bears set to something like 9,000, they form long processions to the east. and bog down. (they will stand for extended periods of time doing nothing) even set to 30 or 40 CPU
Then wander until they hit a mountain & stop.
Regularly I also saw Scientists down at 0.4 life then they trigger a syringe and get back to 115.
I believe the animals being slow in water was a recent addition to fix the weird phenomenon where you would run from an animal by jumping into a river and then the next thing it charges through the river as if the water was never there and kills you. I believe this should be reverted however so it only happens in deep waters compared to shallows you find on beaches
Yep... last night i noticed a slight change in the behavior.... but did not have time to fully investigate, I think it is the same way the foundation "hack" works.
I've reported all the strange things via F7
But I noticed that now the "wolf" behaves strangely in sea water(sharp ground tail off)... it thinks it is a submarine,
so clearly it's depth (world mapping) related.
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