I just did a run and gun from Iboholmen Church, through Sodra and Norra Saltholmen - All normal. But as soon as I passed the safehouse in hangar some machines started acting hyperactive.
So you are saying the enemy AI has become hyper-active north of the archipelago?
I notized the same behaviour what you guys described.
Going to Klinte almost as soon as you spawn you get into “combat” mode without even any machines on sight and one of the Klinte Hunters was shooting air before he even noticed me and didn’t react before I started shooting at it. Had to run to Muskudden Harbor to get out of combat.
I did some investigating on my own and found that this weird behaviour begins at Saltholmen Church.
Kinda like the empty lootboxes… that also was from the same church and further inland.
Would it be related?
Anyway: This should be looked in to by the devs.
Anyway 2: Is there an official September Update Bug reporting thread - and should this be put in there?
The empty toolboxes bug affected the entire main island except the Archipelago region. There’s the Bug Reports forum, if you need to report anything.
I second that. Just encountered a bunch of runners and two hunters (plus a harvester) that had abandoned a beacon to stand and shoot at a balcony that was nowhere near me. I heard them shooting and screaming way before i got there. I had already been spotted by a hunter when i was biking along a road, but i didn’t see it nor did it find me. I started shooting at the group and only the ones i shot at came at me, the rest continued to shoot at that poor balcony. What gives?
There’s definitely something weird in this update to say the least, my best so far was seeing a tank just sending endless ticks into a house where they would wind up meleeing each other. it’s good for a laugh at least
I have played for several hours this evening doing especially silly things like sprinting around the airbase and simply don’t notice anything different from usual - no adverse AI behaviour at all. I am on PC are those reporting weird AI on consoles?
0L0 - I have seen the AI do that frequently in the past. That particular behaviour isn’t new.
Nope. I’m on PC too. Gonna check again today if the same happens. But as several others report the same stuff i regretly think it has to be a bug. I had som weird graphic error as well, like a halucination, that disapeared when i turned around. And i didn’t happen again. Took a screenshot, will post it after work today.
(PS4) - I’ve also experienced the never-ending combat music, even when you’re so far away that you can’t possibly still be in their view, and have been away for a long time, and have been hidden for a long time. But approaching and killing anything in a totally different location then finally stops the persistent combat music from the previous encounter.
Yes, that is my experience too. The battle-music scope has been widened significantly after the update. I was walking in a forest area when the music began, so I took my binoculars and checked the area. And somewhere in the distance a hunter was in sleep mode. The Algstudsare with silencer took it out in a few shots without it moving at all.
I played a bit today at the mountain region and klinte as well the machine behaviour was a lot better only once when teleporting to klinte church the dogs around there sort of aggroed before they saw me up the church tower but didn’t start shooting before getting line of sight. Sometimes the in combat lasted a bit longer after the robots were killed but mostly it seemed a lot better today. Not sure if there was a fix to it or something.
Quite good example of strange behaviour was in the stream today at 33:54. The hunter was shooting flyes on the garden fance.
I played it the other night (Xbox ONE) and had the same experience. Machines just standing there even recognizing me. I stood next to it… so I killed it anyway. Still combat music, no fast travelling available… There is definitely something wrong since the last update!
Yeah I’m on PC and have experienced just about everything on here everyone is talking about. When it first happened, I thought someone else was in the game with me and had peeved off a tank and about 6 or so runners. They were attacking a house about 200 or so yards from me bombarding it relentlessly. Its either bugged out or they jacked the agro and visibility way up. I’m sure the Devs are taking note and will fix it, but until then…lets go blow up some crazy ass robots. Good luck and happy hunting guys.
I experienced this last night but to me it actually seems more reasonable. The only machines to see me at very long ranges were tanks, and that was about 200-250 metres. Before I always thought tanks were really dumb, they could nearly step on you and not see you and they were very easy to sneak around/past, especially in urban areas.
There are some that are still “blind” but others try to kill you from a long way away. I find this adds tension so is a good thing.
I heard runner gunshots a fair bit last night and the sound of distant gunfire to me adds a lot of mood to the game, it feels like there’s other people out there fighting the machines. It brings the silent world to life a little.
The only encounter I had with a “stupid” machine was one runner shooting up an empty house which I destroyed without it reacting to me. In some cases I assume the machines think they hear people in the houses and attack them. In terms of the game world it actually seems pretty sensible.
So yes, definitely some changes, but I think if the devs could add some code so that when these “stupid” machines are approached or shot at they turn on the player, I think that would fix the problem.
I found the extra vigilant tanks added a huge amount of tension to the game - I spent far more time last session sneaking about and being careful, something I think makes the game more fun. Others will disagree and that’s fair, just wanted to add my thoughts.
Playing on PC, can confirm this with solo or multiplayer.
Instant combat without detection.
Also Hunters get weirdly passive in solo and multiplayer modes. They stand there, you can shoot weapon of from Hunter before it starts to again react.
Haven’t notice this passive behaviour on any other robot type to be absolutely sure about it.