Updated description by @unknown
Steps to reproduce
Spawn a skeleton.
Spawn a wolf.
Expected result
The skeleton always flees from the wolf.
Actual result
The skeleton sometimes flees from the wolf and sometimes ignores it. If the wolf attacks the skeleton, it stops fleeing and fights back. If the skeleton is targeting a player it does not flee.
Original summary
skeletons not afraid from wolfs, Bedrock, windows 10 1.14.20
Original description
raining night, i was homeless, it was raining, i spotted some zombies, lets fight them, killed the first one, then got shot by an skeleton archer, my dog started to chase the skeleton, i thought "he'll be fine, skeletons are afraid of dogs" but then i herad my dog getting shot
I then stoped the fight against two zombies to help my dog, and then we managed to kill the zombies together, when i was going to feed my buddy, a drowned hit me with a trident, i turned and get my shield up, was weak, my dog tried to help, but sadly the drowned killed it...
I managed to stay alive, but my dog was not lucky
If the skeleton had ran away, everything could be different...
Linked issues
is duplicated by 5
relates to 2
Attachments
Comments 10
I was able to reproduce twice by spawning wolves and skeletons in 1.14.20. Skeletons occasionally will fight back rather than flee from wolves. Seems to be <1/10 skeletons, and may only occur after the skeleton is hit by the wolf
Thank you for your report!
However, this issue has been temporarily closed as Awaiting Response
This ticket hasn't been updated for some time - is this still an issue in the latest version? If so, could you please add the latest affected version, or comment if this is no longer an issue.
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Tested again in 1.14.60 and found that skeletons sometimes flee and sometimes do not. They tend to flee once initially and walk about 4-8 blocks away from the wolf, but they do not attempt to flee again when the wolf chases them, and they fight back when hit.
Also looked at the skeleton.json and found that the skeleton AI gives highest priority to retaliating when attacked by anything, and second-highest priority to attacking players, iron-golems, and baby-turtles. That means it will not flee if attacking a player or if it is hit by a wolf. Moreover, its max_dist for avoiding wolves is only set at 6, well below its targeting range for players. This design makes it pointless to try to use tamed wolves to ward off skeletons. The skeletons will attack you, then be attacked by the wolves, then fight the wolves to the death, before they ever think about fleeing. Further still, since wolves will target skeletons at 16 blocks, skeletons will never flee far enough enough from wolves to not be targeted. They will always end up fighting to the death. This makes the fleeing behavior nothing more than an ritual tease performed at the beginning of combat.
This issue is analogous to MCPE-38533. Skeletons have the same max_dist for fleeing wolves (6) as creepers do for fleeing cats. By contrast, wolves have max_dist of 24 for fleeing llamas, and it is also their highest-priority behavior.
Just to add that the dog was at full life at the beggining of the figth, and the skeleton managed to hit it 3 times