Please incorporate line of sight check for ranged pets.

Hi everyone, it has been quite a few version updates already and i for one is wondering if it can actually be fixed. This was making the mortar trap trying (and failing miserably) to attack mobs that weren’t in its line of sight. And I had to basically recast regularly so it could actually hit things. I know i can use pet attack to redirect its focus but i would prefer it prioritizing mobs that are in the same room rather than wasting time trying to hit things that is on the other side of a wall. Come the Necromancer’s Raise Skeles skill and the ranged skeles also suffer the same LOS issue. In fact most if not all ranged units both friend and foe suffer from this LOS fault of which both teams of ranged mobs regulary try to attack each other but are actually just hitting the wall between them.

The only thread that i found with a similar issue is with Drain Essence where Kinree mentioned will be fixed. I am curious if this fix can also be implemented for all other ranged units.

I don’t know about mortar trap as not used it, but the issue with the skellys was raised in testing and it was changed so that the skellys will reposition themselves once a couple of their ranged attacks are obstructed.

AFAIK my melee pets can find their targets just fine but my ranged skeles (and my raven too i think) will be in the other room shooting the wall. I hv to pet attack the room to move them there so they can actually hit what they are shooting at. I dont recall them ever moving on their own for clear shots. Skeles i can at least still reposition but the mortar has to be recast all the time.

I’ll double check in a bit, okay it would sometimes take 3-4 shots before the ranged skellys realised it’s a wall before moving on their own, but they did actually move without my use of pet attack.

Did u try in doors with tight spaces or outdoors with random doodads n trees?