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To fix the problem of the AI constantly dodging backwards, I went into the AiSettings.json in Sectory (Mods > Sectory > Settings) and set the dodge chance to 0, but you could use any number
You can stop them jumping back by feinting an attack elsewhere first (pretending to swing at their heads causes them to duck and dip to the side slightly, but still within attack range, whereas feinting an attack to the legs or ankles makes them lift the leg up and dodge, but again, not too far away where you can't redirect your weapon back at them)
Hope this helps!
Instead, try to counter strike, by letting them attack, or attack when they flinch of are dodging, you can feint an attack that should leave them open if you can follow up quick enough.
Just walking towards them with your point at their throat is never a good idea, and pointing like that should only be used defensively to keep them from getting too close while you deal with another attacker or want some breathing room.
Is there any way to change their AI settings without getting Sectory and then changing that? I use a few mods and I know some NPCs have 'brain' files, is there a way to change the standard brain of all NPCs?
I stopped using Sectory in February because it makes the AI just slide around (practically teleporting) and turned all their attacks into glitchy lunging attacks. Definitely try out the mod but it is full of problems. Also be mindful of the neck snapping feature introducing lots of glitches.
Let's see what the next patch can do for us. Nevertheless the "constant" jumping away feature needs to be gone. It is simply no fun.
Its not exactly constant, its only when you have your sword pointed directly at the chest. This is obviously the optimal and most realistic neutral stance to have, but until the devs fix backstepping you can just keep your sword off to the side and away from them to bait them into attacking instead
- The animation is terrible
- They cover an unrealistic amount of distance, and combined with the animation it's very cartoony which doesn't mesh with the theme of the game and its attempts at more realistic combat
- It is completely predictable and there should be more defenses against thrusts than just that
- They will leap back infinitely, into walls which they often clip into and get stuck in
Yes. Step back. But those guys are jumping 5 feet backwards with their Arms over their head. I guarantee you that is not realism and it would probably get you killed pretty fast in a swordfight.
Also i am for realism in games. but the realism should never be in contra of the fun. If it is realistic but no fun then why should it belong in a videogame which main purpose is to be "FUN".
I can't complain too much because programming an AI is surely very difficult, but it is also one of the biggest factors in determining how fun a combat game is.