galraen wrote:Upon entering the back room of the Copper Coronet, where you get attacked by two mages and three fighters, I instructed my mage to fire a magic missile at the nearest mage, but instead he ran off to hit one of the fighters who was if anything further away, with his stick, resulting in him being zapped by the mage he was supposed to be suppressing!
I am sorry to hear that. This underlines that I need beta testing feedback. Thank you for providing me such feedback!
There is a corner case where the script will indeed interrupt orders. The script has the characters call for help whenever they attack. If a character does not see any enemies but can hear someone calling for help (hearing radius is the same as sight radius for this purpose), he'll rush over to help out. Since you were fighting in narrow corridors, this could have been the case. There will be a 6-second period in which the character will interrupt orders to attack.
As with most issues, this was a choice between evils. The character needs to be allowed to interrupt this move order. Otherwise, he'll move all the way up to the person crying for help before responding to the situation. This is especially bad when your archer runs up to your tank. This left me with three alternatives:
- Just standing there while party members get beaten up around the corner. This would be very annoying. It usually takes a while before you realize this is happening, meaning you couldn't rely on the script to handle even simple fights in cramped conditions.
- Moving all the way up to the person calling for help before responding to any threats. This may cause your archers and mages to run into melee if they respond to one of your melee fighters.
- Moving up but allowing the script to interrupt the move order for a short time. Unfortunately, this also allows the script to interrupt any orders the player might give during that time.
What I'll try is canceling the "may interrupt" timer when an enemy is sighted. There is no need for the timer to run past that moment anyway. This should prevent most such interruptions.
Good catch! Thanks!
By the way, did your mage have a ranged weapon available? It worries me that he used his staff. Did you set his combat style to Archer? Press
to change the style until he says "Archer". That should keep him from trying to whack people with his staff.
EDIT: Now that I think about it some more... scripts don't run while casting spells, so I really don't see how casting could have been interrupted. Are you absolutely sure this is what happened?
galraen wrote:Upon entering the back room of the Copper Coronet, where you get attacked by two mages and three fighters, I instructed my mage to fire a magic missile at the nearest mage, but instead he ran off to hit one of the fighters who was if anything further away, with his stick, resulting in him being zapped by the mage he was supposed to be suppressing!
I squashed a targeting bug in the 1.1 version that occasionally caused people to skip the nearest enemy for no apparent reason. This could have been it. It's very hard to say.
Targeting is one of the most difficult aspects of scripting. The 1.0 version used really basic targeting for that exact reason. However, I then got tired of seeing my characters pass up chances to finish off Near Death enemies, and I went for something fancy. Slightly too fancy, as it turns out, though the 1.2 version still has 99% of the targeting that I wanted.
I'll upload the 1.2 version soon. It contains mostly convenience tweaks, such as Spell Sequencer reminders and being able to specify the type of healing potion that the script may use.