Bots being awful again on Forsaken temple map

Issue Type (Required):

Bots

Issue Description (Required):

Bot get stuck/confused on where to go for the third tome and won’t jump on the beams and just get stuck and die. They won’t tp to the player no matter how hard you try. and just get stuck when they have to jump. This is a common problem with bots on pretty much every map and it seems it’s only getting worse. I don’t know why people allow the devs to get away with having such shitty bots that can’t even pick up a tome/medical pack when ordered to. This has ruined SOOOOOOO many runs i can’t even begin to tell you but this spot is especially egregious. Only the kerillian bot knows how to navigate the section (which is odd considering you’d think if one bot can do it they all could but they can’t). I would recommend giving the players a button that teleports the bots next to them since we can’t program jumping in this game. That would also help with bots just randomly walking into globadier aoe and just dying for no reaason. Cmon guys. We have AI that can literally talk to people now and even confuse people as to whether or not it’s a human or AI. How are we still struggling with jumping puzzles and bots? Perhaps maybe eliminate the jumping puzzles altogether if bots can’t get there? Because it seems we’ve taken away the bots abilities to grab tomes they can’t reach in these new maps.

Steps to Reproduce (Required):

  1. Play
  2. Ask the bots to pick up a tome (third tome on foresaken temple)
  3. watch them just get stuck and die
  4. ask the devs to fix their bots and watch them do nothing about it lol

[PC] Do You Use Mods? (Optional):

No, I don’t use mods

Reproduction Rate (Required):

Constant (100%)

Platform (Required):

PC - Steam

Ancient Elven temple map, this checks out :joy::joy:

yeah no idea what the hell is going on with the bots. They’ve only gotten worse and worse. When the bots get confused that generally makes me believe that whoever coded it obviously didn’t add any exceptions (or added too many exceptions and the script is just borked). It should just be a binary thing. Special in sight? Shoot it dead, no special in sight? Melee weapon drawn. We’re at the point now where newer games have better bots than a game thats been out for almost 6 years now

You’d think so but I think it’s not so simple. What if there’s a special in sight AND a bunch of other units in close melee range? Then trying to shoot the special is often an instant death sentence. Think about how often new players die because they have their ranged weapon out when enemies are in melee range.

Experienced players learn how to push/dodge/attack to create a small window of time and space to swap to ranged and take out the special before swapping back to melee… but that’s actually quite difficult to do, and the exact steps to do it aren’t set in stone. It depends on what enemies are nearby, exactly where they’re located, where they’re at in current attack animations, which weapons you have equipped… It’s a very dynamic situation and I can see how programming bots to navigate it would be a nightmare.

I’m not saying that the bots shouldn’t be better. I agree there’s some low hanging fruit like your suggestions about bots teleporting to the player, or teleporting to pick up an item when commanded. Those are easy to implement and would make a big quality of life difference.

But expecting the bots to be skilled at combat on high level difficulties when total chaos is coming in from all angles? That seems significantly difficult from a dev perspective.