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I tested both in client host and dedicated server host and could replicate the melee attack limitations. Archon is good when exactly in front of the player at about chest height. His limitations come from when his arc of attack falls outside a 30 degree or so angle from in front of the player. Not only that, but also the height is also an important factor. Maximum melee efficiency comes right in front of the player while Archon's feet are about player chest height. Anything out of that specific location can register a null hit.Just as a question for arramus and everyone else. Is anyone else having issues with the Archon not using its melee attack very effectively? What's happening is the Archon is aggroing a player and descending toward them like normal, but it just sort of twitches around their player model and really ineffectively tries to melee them. Most of the time it never even manages to hit them with melee, it just kills them via its projectile attack (used at close range) instead. I tried increasing the range of the melee attack for the Archon as I had tested this with good results on the Siren and the Geist, but it doesn't seem to be changing the Archon's behavior. I understand it's part of the core zombie AI to zero in on a player's exact position, even if the zombie has a projectile, but the Archon seems to be doing this to the exclusion of using its melee. Trying to figure out if this is something wonky I've done or if other people are experiencing this.
I think the major culprit is the entity class extension. By switching from entityclasses.xml entity_class name="ZombieArchon" extends="zombieWightFeral" to entity_class name="ZombieArchon" extends="Zombie_Template" as is common for Geist, I could move around Archon and his hits were making better contact from a wider arc. This will bring its own issue of probably needing to make a new Archetype if it's no longer applied to a specific character. Can you also try this initial change to see if it brings a change in the melee range and efficacy?