Followers used to teleport back to the player, when the player moved away too far.
That very user unfriendly “feature” was removed at some point, so when you ordered a thrall to stop, it was stop and you could go wherever you wanted, even to the opposite side of the map.
Now that user unfriendly behavior is back… when you move from a follower away, at some point the follower teleports to the player.
If you want to take a new thrall, you now better un-follow your follower or set the follower to passive. And that is quite user unfriendly.
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When they remove “wheel of orders” they remove old “Hold”.
With “Guard” choose from new wheel of orders, distance where thrall back to You is much shorther than with old “Hold”.
Also check it: Broken thrall's fight, horse ignore danger (solving)
Auto Face Forward on Attack - BAD option if you use thralls.
Drunna
4
Why is auto face forward on attack a bad option if you use thrall? Could you explain it in more details, please?
I use 2 thralls and 1 horse in my team. When the “Auto Face Forward on Attack” option is enabled, the horse does not run away FROM danger, but gets damaged and the only thing it does is whinny plaintively. Probably, the system constantly turns her around to face danger and she simply cannot escape from it.
Now about the Thralls. One of them (randomly) or both are constantly sleeping. Probably, the thrall’s guidance system is in conflict with this setting. They come to life only when the enemy hits them.
Drunna
6
Ugh this is terrible! Funcom has clearly bugged the thralls again.
I also experienced new hold function is problematic becasue You must target on ground where hold take place, but in battle, before You can do this, there always many stones you forced to pick before You execute order.
Old orders was better becasue You can aim on air and then select needed action.
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system
Closed
10
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