In the latest 0.h candidate, npcs would stop fighting if they have no weapons (including claws that counts as weapons). They literally stand still and take all the hits.
1.There is an already debug controlled follower called subject 0, take away his weapons. Or debug spawn a new follower and do the same.
2.Debug spawn a monster nearby.
3.Run and let subject0 deal with the monster, supposedly he would do nothing.
4.Run back and give subject 0 his weapon back, supposedly he would then start using the weapon to attack.
5.You can start over again, and change step4 to adding claw type mutations to subject0. Supposedly claw mutations that add claws as self hold weapons (claws, for example) would let him start attacking and claw mutations that don't add weapons (nails, for example) would do nothing and he still stands and just take hits.
Expected behavior
In step 3, subject0 would do nothing, or ran away if he takes too many hits.
In step 4, subject0 would start attacking.
In step 5, subject 0 would attack with claw mutations that add weapons and would not attack with claw mutations that don't add weapons.
Describe the bug
In the latest 0.h candidate, npcs would stop fighting if they have no weapons (including claws that counts as weapons). They literally stand still and take all the hits.
Attach save file
Testworld-trimmed.tar.gz
Steps to reproduce
1.There is an already debug controlled follower called subject 0, take away his weapons. Or debug spawn a new follower and do the same. 2.Debug spawn a monster nearby. 3.Run and let subject0 deal with the monster, supposedly he would do nothing. 4.Run back and give subject 0 his weapon back, supposedly he would then start using the weapon to attack. 5.You can start over again, and change step4 to adding claw type mutations to subject0. Supposedly claw mutations that add claws as self hold weapons (claws, for example) would let him start attacking and claw mutations that don't add weapons (nails, for example) would do nothing and he still stands and just take hits.
Expected behavior
In step 3, subject0 would do nothing, or ran away if he takes too many hits. In step 4, subject0 would start attacking. In step 5, subject 0 would attack with claw mutations that add weapons and would not attack with claw mutations that don't add weapons.
Screenshots
No response
Versions and configuration
Additional context
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