I beat the "last boss" again with my old save in 1.09 and the fight ended fine, although the boss was the last enemy to die this time. Again he was a little silly toward the end dispelling my guys rather than using the insane weapons at his disposal. Certain enemies in the game almost seem to get scared when they're isolated. Anyway, during that fight I noticed another ATTACK bug which I isolated afterward. I found some other stuff like this shot of the
combat menu getting in the way (can't scroll to the right; finally got a picture of
18, hehe) which I'll relate.
81) Bug: I found another "ATTACK 0#/0#" display bug that happens with Cleave and is easy to reproduce. Maybe it's related to the other rarer ATTACK bug. I'll let pictures do most of the talking. (I made a special weapon just to help display this bug.)
#1 #2 #3 #4 #5 #6 #7 #8 #9Note that the first skeleton takes two hits to kill, but the second attack doesn't update the ATTACK display. That doesn't happen until during the last cleave attack. In other words, it should update to ATTACK 02/04 at picture #4, not picture #8.
I will say with near-certainty that the other ATTACK bug happened only with my two characters with the Cleave feat, and it happened with both of them. Hrothgar and Elinor have Cleave but only Hrothgar has Great Cleave. Of course, I attacked a lot more with the two characters with Cleave than the ones without. And that one time the other bug happened with the
troll was with a ranged attack, and I don't know how Cleave would factor into that. Even so, I hope the two bugs are related.
Edited for clarity
82) AI: I've noticed this before, but also during this testing session I noticed a small error in the AI. When a path is blocked off by enemies and there is another path around, a melee-only enemy will take the other path, no matter how much longer it is. Taking the other path might make sense if it isn't much longer than the one that's currently blocked, but
this is extreme. The skeleton walked up there when the black rectangle was full of other skeletons. Here's the *spoiler if you haven't been to Mountain Pass*
map for reference: the cursor on the map is pointing at the opening the skeleton is taking.
IMO if the alternative path is too long, the enemy should just wait for an opening rather than take the long path. In the above case, the skeleton turned around next turn, but if a path to my guys had not opened there, he would have continued down the long road (like I've seen before).
83) AI: I noticed when in a narrow tunnel, the enemies don't always move to surround me, but rather they will block the path of the others. Here's an
example. One skeleton got through to the other side of Hrothgar because he was chasing after one of my other guys before I ran them all out (I was trying to set up for 81 above). But with the only Hrothgar there, the two skeletons on top that could attack would (the picture should circle both of them because they could both move, sorry), rather than moving to let the other ones in. It seems like moving (at least a five-foot move) in a case like this would always be a better strategy. This is related to 82 but the enemies are bunching up here because there's no other path.
What's with people who answer their own questions? I guess they're just stupid.