I will mark this down as feedback as it’s not a bug per se, but it’s something that should really be looked at the same way as the Ungor lunging attacks, which have been rebalanced, so i’ll ping @Fatshark_Hedge and @FatsharkJulia.
You know how the ungors lunged back quite a bit to thrust with their spear? The Gors seem to have a similar mechanic, but it’s not as apparent and it’s not even all of their weird behaviour. I first thought it was while they wind up their attack but it’s more than that, apparently it’s the reset time during attacks that’s getting them out of range, but they can also attack out of push range. That’s also why you feel so angry when you just pushed them with them doing an attack right after that.
I made 2 videos showcasing their behaviour, please ignore the Chillhop music in the background, maybe turn off the sound, sorry for that.
You can see that my pushes simply don’t connect, while the Gor is still able to attack without a far reaching weapon like the ungor spear. Also playing dwarf might put me at a disadvantage (with which i disagree at a spiritual level) regarding pushes.
The Gor also moves to a more desired (programmed?) range after attacking me a couple of times, without me moving.
This one shows the same behaviour at the beginning and the end (aimed my pushes a little bit low at the end though, will admit that), but more importantly all 3 different types of staggering attacks the Gor has, wasn’t even aware of that many. Not one of them is a running attack. This means that they have attacks we previously knew from elites only (stagger). Some might have known that and i was partly aware too, but it was a bit of a revelation to me that they so many of those attacks in their repertoire.
You can see them at 0:12, 0:33 and 0:37; the last one is the big offender obviously, with the Gor taking a full step back, looking like he is just standing there, and then start a charging headbutt attack with near instant connect. The similarities to the Ungor lunge attack should be pretty clear. This one is the one i made this report for.
One thing to remember though is that a bit like the skaven, their head is positioned forward to the hoofs, so aiming at least at shoulder level when pushing is working exceptionally better (even more so for dwarf, he needs to aim higher). Note that this push height is higher than optimal for Skaven.
Edit:
To showcase a bit better what i mean with reset time during attacks, or maybe better after being blocked that’s getting them out of push range i made this video:
I can’t push him although he should still be as far away as after regaining his footing (he took a tiny step forward on the second attack, so i will let that one slide). I also used a weapon with 3m push range (according to Armoury mod) which could push him from very far away, but not while he was staggered.
Edit Edit:
While i just wanted to make clear that some of their behaviour is odd and needs to be looked at, i also realized how much improvement in animation can be seen on them. Older enemies (the weaker/comparable ones) have mostly one type of attack with their arm swinging from a different angle, the Gors for example have 5 (4 if you don’t differentiate the two headbutts) completely different animation sets, including a different attack on downed heroes ( a kick)!
I want to point out my appreciation for the work that got into the new enemies.
But as with the ungor spear lunge that got fixed and some extreme movement the Minotaur still has (being so bent forward you can’t reliably hit with 1st heavy with dual daggers if you are not aiming at its hoofs, and you can’t move closer because you already touch its hitbox) you overdid it a bit with extreme movement. Some adjustments though and they will fit really good into the mix, and i can’t wait to see which new enemies will join later down the line!