Ideas

Jomilej's avatar
Jomilej
New Ace
7 days ago
Status:
Under Investigation

[GT] [BH] [ROM] [V] No autonomous supernatural duels in clubs and business

Hello everyone,

I just created a spellcaster club and their club activity is to fight. Unfortunately, they only engage in physical fights even if all the club members are spellcasters and Magic Duels count as a fighting activity when I clic on magic duels. I wanted to try with businesses and same results, the clients only engage in physical fights and no magic duels at all.

I'm mentionning this here too, I've tried with vampires and same results, vampire spars are not autnomous, they just do the regular physical fights.

So Magical duels and Vampiric spars are always up to the player and controlled sims when they should be autonomous among the same occults.

I haven't tried with the supernatural smackdown between vampires and werewolves.

5 Comments

  • Jomilej's avatar
    Jomilej
    New Ace
    2 days ago

    emperoranubis87They were always part of the "fight" activity but when a club is set for vampires only or spellcasters only, they usually do the vampiric spars or magic duels (autonomously) instead of the normal fight. Now it's not the case anymore and it breaks the immersion...the human animation fight doesn't suit my playstyle at all and it's weird seeing my vampires and spellcasters fight like they don't know a better way to do it...I have to test with werewolves if the previous Werewolf brawl animation also disappeared from this activity

  • emperoranubis87's avatar
    emperoranubis87
    Seasoned Newcomer
    7 days ago

    I checked it out and can confirm that spellcaster duels are now part of just the "Fight" activity, and that autonomously they just do physical fights rather than spellcaster duels. I think that spellcaster duels used to be a separate activity, and wonder if it was changed with the business and hobbies update.

  • MamaSimmerPlays's avatar
    MamaSimmerPlays
    Seasoned Adventurer
    7 days ago

    This. In club activities, we now have "cast spells" and "cast chaotic spells" as two different things, which means by choosing one and banning the other we can tell club members to only cast good spells - except I reckon they're still going to do things like floralorial a plant and fail the spell so it kills the plant instead. I haven't actually tried it, because I'm not up for that.

    What we need are specific club activity options for vampiric sparring and spellcaster duelling, and appropriate equivalents for other occults.

    As the lists grow of activities that can be encouraged or banned for clubs, we really need more than five slots for each.

    Also with aging on, any club that a played sim isn't a member of is going to age out and disappear - this happens really quickly with League of Adventurers, but the other clubs' members are going to die of old age eventually too. There really needs to be a mechanism that any club that isn't currently controlled by the player, that drops below four members, will automatically add suitably qualified new members from the unplayed sims in order to keep the club alive. Imagine building a club of vampires and a club of werewolves and setting them the same hangout like Paragons and Renegades, but they're doing occult fighting instead of common street thuggery? And generations later you could go to that location - maybe make it one of the places in the city that we visit routinely even if we don't live in the city - and there would be new generations of vampires and werewolves slinking in after dark and then fighting like feral cats. It would definitely spice up a festival that's getting a bit stale!

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