Blade & Sorcery

Blade & Sorcery

Enemies jumping back repeatedly
I'm sure this is something many people have experienced, but how can I prevent the AI from just jumping back repeatedly when we're fighting?

They jump back, I chase at a speed maybe 10% faster than their jumping, they jump back again, I chase, and eventually I just run into them with my sword and impale them. This does limit how much fun I have with the game because just chasing after them isn't really that fun.

I have tried different AI mods and all of them have their own problems. Most of them aren't real 'AI' mods anyways, they just increase the speed of the enemies.

If there are no solutions, but it will be addressed in U11, then I am fine with waiting. Still, I do want to say that this is one of the few games that justifies purchasing a headset given how expensive they are. Even with this issue it is a lot of fun.
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Showing 1-13 of 13 comments
Potato God Apr 10, 2022 @ 3:05pm 
Yeah, it's pretty annoying. My recommendation for if you want to change it would be to download the mod Sectory [www.nexusmods.com] . The mod lets you easily fully customize your settings for the game's combat, as well as adds a bunch of new features (that can also be customized or disabled).

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
Helleuphoria Apr 11, 2022 @ 11:13am 
They seem to jump back in reaction to your sword being aimed at/being swung or thrust towards the mid section from a neutral stance (i.e the npc is on the defense waiting for you to seem "open" to attack - you can even take advantage of this by forcing them to swing at you by having your sword somewhere else, behind your back, by your side etc until they attack )

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!
Galahad Apr 12, 2022 @ 3:36am 
Throw sword at their face when they do this
Shy Apr 12, 2022 @ 2:01pm 
It is annoying that they constantly do it rather than parry and counter, they're just gonna get themselves cornered, but it makes sense for now that they'd back away from the pointy object you're trying to put through them.

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.
Last edited by Shy; Apr 12, 2022 @ 2:02pm
Thanks for all of the useful replies. I guess I never tried walking towards them with my sword not out, although in a real fight that wouldn't make any sense.

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?
Originally posted by Potato God:
Yeah, it's pretty annoying. My recommendation for if you want to change it would be to download the mod Sectory [www.nexusmods.com] . The mod lets you easily fully customize your settings for the game's combat, as well as adds a bunch of new features (that can also be customized or disabled).

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

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.
Last edited by Ray tracing is faster; Apr 13, 2022 @ 5:53am
vukotlak Apr 13, 2022 @ 6:42am 
I also cannot recommend sectory for this. I literaly tried a full week to get a proper setting done cause i recorded some stuff for my youtube channel. The "dodge" feature is definatly the most annoying part of the game for me. And the mods made the game more glitchy than it is even on vanilla.

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.
Helleuphoria Apr 13, 2022 @ 9:29am 
Originally posted by vukotlak:

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
Shy Apr 13, 2022 @ 12:29pm 
If we're talking about realism then it's realistic to step back from a sharp point coming towards you. Just hit them with the blunt side of your blade and it should stagger them enough for a stab, mindless point thrusting is a silly idea that shouldn't be viable.
The only problems specifically with the backwards leaps are:

- 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
Last edited by Ray tracing is faster; Apr 13, 2022 @ 7:24pm
vukotlak Apr 13, 2022 @ 1:46pm 
Originally posted by Shy:
If we're talking about realism then it's realistic to step back from a sharp point coming towards you. Just hit them with the blunt side of your blade and it should stagger them enough for a stab, mindless point thrusting is a silly idea that shouldn't be viable.

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".
Shy Apr 13, 2022 @ 5:49pm 
If they had less ridiculous dodges that'd be grand, gotta agree there. Maybe a parry to a thrust, or a side step and immediate counter attack would make more sense than jumping 5 feet backwards without looking.
I suppose the ideal AI would have a collection of things to do if a sword is pointing at them - dodge back, dodge left, dodge right, block/parry, attack. Any of them would happen with a certain probability. Could maybe also add some logic where they dodge right if you only have a sword in your left hand so they go to your 'blind spot'.

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.
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Date Posted: Apr 10, 2022 @ 2:10pm
Posts: 13