Direct Minions different algorithm than "normal" movement?
While playing minions I like to play the RTS style, where I use right click to move my troops. So I've bound direct minions to a right click, it helps so much with the current state of minion AI.
I have noticed something today. On my left click I have Raise Shield. Minions generally follow your cast ability and they do it with Raise Shield (just as an example). To replicate the bug/issue do the following: - The more minions the better to test this, I have 14 of them - Left click (Raise Shield) somewhere and wait for the minions to move, you will notice that even when they bump into each other they will eventually get to where the mouse cursor is. - Right click (Direct Minions) somewhere and wait for the minions to move, you will notice that when minions bump into each other they just stop, they won't re-engage the movement even if they're a full screen's width away. I hope this helps GGG ;) PS: I just noticed something new while testing this again: Do a left click (raise shield) on the left side of the screen, then do a right click on right side of the screen (direct minions) and watch them go to the right, stay there for a couple of second and then they go BACK to the left side of screen. So clearly a cast click has a higher priority for the minions, should the Direct Minions have a higher priority? I think it should, since it should work as a manual override, as in: I want you to go there and stay there, until I Direct Minions or Cast something again. Or just remove the "go-back-to-previous-position-timer" from Direct Minions, I don't think it serves any good purpose. For the time being I'm going to stick with Raise Shield as "Direct Minions" because it kind of works better. Last bumped on May 19, 2025, 5:53:46 AM
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