So the solution must be to make xbow pathing as bad, right? And let’s add delay to attack move and patrol, also make focus fire and stop micro cause regroup. No more micro xbow players!
Not sure if it’s urgent or how much it impacted the ranked game:
The ranged unit seems stubborn in their target and refuses to switch to a new one, even if the target walked into their minimum range.
The tactic of “Set a group of Scorpions / Organ Guns in a Standing stance to fight melee units” is no longer available, as the units are basically frozen once the enemy melee unit gets close. Click the unit, you will see they’re still targeting the enemy unit who now within their minimum range.
While In the old patch, they would just give up and find a new target instantly and automatically.
Indeed. This sounds very broken. Have you filed a bug report? Ideally with video.
Will do, after a quick test with PUP, the issue persist
So they don’t shuffle anymore??
Yes. Though I haven’t tested extensively
Finally! This will help pathfinding feel much smoother.
I think this refers to units being stuck and not moving at all.
Great post. But it looks like they did it again, dance around the biggest, most glaring elephant in the room—pathing.
Sorry what does this mean?
Meaning their upcoming December patch is doing everything EXCEPT addressing the most critical problem of the game, pathing/unit formation.
They actually fixed regroup. But they didn’t mention it.
Great! Now it is mentioned in the updated PUP according to this thread:
Fixed an issue where units would regroup and cycle to the back of their formation with every right click or attack command.
That’s for the Return of Rome mode. It’s still not mentioned in the patch notes for the regular game.
They use the same pathing algorithm. Also that RoR section is under Balance Changes.
It’s not completely fixed - for right click to move at least. Units still sometimes regroup when issuing a move command that sends your formation into column formation. Not only that, they do a weird U-turn - which is new/has gotten worse over the last few patches.
I just saw your reports in the Steam PUP forum. It does look very wrong for long distance pathing. Hope they don’t mess up short distance pathing again, which is more critical in battles.
Yeah I think melee engagements generally feel OK - aside from the occasional hiccup but there’s definitely something wrong with the pathing calculations over 10 tiles - those are the clicks that players often make when trying to dodge a mangonel shot or run away from archers etc