If you have a combo that is half walkable horizontally, the enemies walk back and forth over it like it was fully walkable, while Link can't.
Enemies walk through horizontal half walkable combos.
I'm pretty sure it's like that 'cause they did it in the NES game. Still, I suppose there could at least be a quest rule for that.
Well this "bug" has been in ZC for years. But yeah, a quest rule would be nice.
Yes - I confirm (3rd in line, huh?) and agree that a quest rule would be nice. It's bugged me for a long time (hm, no pun intended initially).
Yeah, I know that this is a LoZ thing but if there was a quest rule, that would be awesome. A lot of people would use it too.
I'm wondering how it'd work tho. Would it just keep the enemies off the tile completly? Only enemies move square by square, instead of freefrom like Link does, and I'm not sure how you'd handle the enemy moving half a square.(Well, enemies that constantly move like Darknuts are kinda freeform, but those that pause at any time, like Octoroks are always on grid.)
the complexity of the enemy AI is what stopped them making a quest rule and/or changing the behavior.
or at least im sure that was the reason.
I figure they just stay off the tile altogether. The way I see it, they move a whole tile at a time, so they can either walk on a tile or they can't.
Allowing enemies to move halfway onto tiles would be possible, certainly, but significantly more complicated. I don't see that happening in 2.5.
This is a duplicate, the other is in bugs in limbo for post 2.5