I have a skeleton that has been fighting holy nation soldiers, near both Stack and Narkos Trap. There seems to be a consistent problem with Paladins trying to pick up an unconcious Skeleton and then having no idea what to do with it. If the Skeleton is more that about -7 in the stomach, the Paladin will constantly put them down and pick them up, in a very fast loop. Its too fast to see clearly, but the reboot timer on the Skeleton keeps restarting without counting down to zero (in the example I watched it kept oscillating between 27-28 secs).
When the Skeleton's stomach healed naturally to -7 the loop slowed down. The Paladin now only dropped then picked up again, when the Skeleton's reboot timer reached 0. But this then of course restarted the timer again.
This much slower drop/pickup loop continued until all body locations of the skeleton were slightly positive (somewhere around 10 for the most damaged body part). The Skeleton was then dropped for the last time, and the Paladin walked off back to his post. During the loop he'd just been standing in the one spot.
Is the Paladin thinking it needs to heal the Skeleton, puts it down to do so, discovers it cannot then picks the Skeleton up again?
The Skeleton has 70 toughness, so all body parts were healing naturally in spite of several showing as slow bleeds. A less tough Skeleton might be stuck in this loop forever or until it bleeds to death.
The above observations were for a Paladin Guardian at Narko's trap. An identical drop/pickup loop also occured with a Paladin near Stack, but I wasn't watching it as closely. It proceeded approx the same with the Paladin eventually getting bored and leaving the skeleton.
The gate guards at Stack had a different confusion. They would pick up the skeleton and carry it to a prisoner cage inside one of their barracks, but do not seem to lock the skeleton inside. The skeleton wakes up, heals with a repair kit, and then when done teleports from inside to outside the cage, without picking the lock. In fact before I can intervene to give the character an order. The guards then attack, knock it out, then put it back in the cell again. This then repeats, until I intervene and make a run for it when it gets attacked.
Shouldn't the Skeleton be locked into the cage and stay there until it picks the lock?
[0.99.23] Holy Nation guards/soldiers confused by unconcious Skeletons
Been doing some more experiments at Narkos Trap. I'm not sure what's different now, but after a reload, the Paladin Guardians take the Skeleton inside and put him in a cage. As I described above, the skeleton repairs himself then automatically pops out of the cage when finished.
However this time I've noticed a couple more oddities:
- Once out of the cage, even if the skeleton is being successfully stealthy before exiting the cage and remains so after teleportng out of it, the guards still head straight to it and begin attacking. The seem to be ignoring the stealth.
- One of the soldiers in the guard house was saying the very odd (for the situation) dialogue line of "What are your doing? Leave you're not allowed here.". That doesn't seem like the right line for a guard who can see a freshly escaped prisoner who has a bounty on their head.
However this time I've noticed a couple more oddities:
- Once out of the cage, even if the skeleton is being successfully stealthy before exiting the cage and remains so after teleportng out of it, the guards still head straight to it and begin attacking. The seem to be ignoring the stealth.
- One of the soldiers in the guard house was saying the very odd (for the situation) dialogue line of "What are your doing? Leave you're not allowed here.". That doesn't seem like the right line for a guard who can see a freshly escaped prisoner who has a bounty on their head.
Last edited by Pyracles on Sun Nov 25, 2018 2:41 pm, edited 2 times in total.
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