Comments (2)
The root of this seems to be in monster::will_reach() in monmove.cpp, which is very simplistic and permissive.
from cataclysm-dda.
Addressed in that if there is NO path the monster will no longer follow you by 00e5046.
from cataclysm-dda.
Related Issues (20)
- Overmap coverage tests are extremely flaky currently
- "Board up window" shows no missing requirements but I cannot build it. HOT 1
- make faction realistic scaling and/or give us the ability to be able to assign use time bubble to the npc, some stuff don't tick when the npc move far away and it somewhat frustrating
- npc crafting menu should be easier, and somewhat be like those colony management theme ?
- Benches in memory don't connect properly
- Exploit: boiled bandages produce clean water too fast HOT 2
- Car hopping or Auto Theft Grand HOT 1
- Bandaging applies better quality than said HOT 1
- Moving (not all) items with charges out of inventory doesn't update weight (AIM)
- Rubik's dialogue line "I'm here to talk about a job." is broken - typo in JSON HOT 1
- Four horse cart is slower than a two horse cart
- Zombie clothing not filthy HOT 5
- stamina regains when dodge enemy attacks HOT 1
- linux cataclysm --version and main menu report wrong version in 0.G release HOT 3
- Shattering already shattered armor
- Tests: `guy != nullptr` randomly failing HOT 2
- The game code assumes the map goes up to Z=10, but you can't actually go higher than Z=9 HOT 2
- Bow Shooting Takes Too Long HOT 10
- Arithmetical error crash HOT 4
- Add more heating tools that use alcohol HOT 2
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