Mercenaries and Flee (if I remember the property of the rare mob correctly)

A mercenary with a headhunter steals the mob's property when it runs away and starts behaving like that
https://youtu.be/6MB3H-RSgzY
Last bumped on Jun 27, 2025, 5:40:58 AM
What’s the bug?
Today… by divine decree… your patch of Excel, begins.
It's probably not a bug. But I have a damage dealer mercenary, and when he steals this property, he just starts running and stops attacking XD I hope this wasn't intended and it will be fixed
I mean, if he steals the property of an enemy and then adopts the behaviour of said enemy, it's extremely optimistic to hope that GGG will view that as something to "fix."

Particularly if the affix specifically cites the tendency to run away.
Today… by divine decree… your patch of Excel, begins.
"
Sarno#0493 wrote:
I mean, if he steals the property of an enemy and then adopts the behaviour of said enemy, it's extremely optimistic to hope that GGG will view that as something to "fix."

Particularly if the affix specifically cites the tendency to run away.

There are smart people there who know mechanics of the game. This phrase will be enough for them to understand the problem.
UPD: when a mercenary steals this property, it adopts this behavior and it doesn't change even after 60 seconds. Only re-entering the map helps.
I feel like it's a bug.
Wiki: "rare and unique monsters are unaffected by fleeing"

Shouldn't behavior on Mercs be the same? (But that mod seems to ignore this restriction since it's specifically a rare monster mod)

I believe the mod might be coded as a change to Mob AI and since usually the mod is permanent on the rare/unique enemy it changes AI of Merc when he gets it but doesn't change it back after the Mod runs out since it was never meant to be a mod that only appears for a certain time on anything (and for player it didn't matter since he has no AI)
Last edited by Acay#4946 on Jun 27, 2025, 5:45:00 AM

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