Wilks was trapped behind the gate to the party button room in our game. Should he be able to get into the room? If not, it is a bit strange to have him hanging out behind the gate and then warping to the elevator afterwards.
Mission: Faith in Armor - Wilks was trapped behind the gate
I noticed this too, but also noticed that he did teleport towards me when i got too far away from him (after the party button room).
He seemed quite jittery in his movement to.
They act like mecha knights without shock effect - when you walk far enough, they'll teleport to your location, party button or not.
It doesn't matter if they get trapped anywhere, it won't affect mission success.
I know it doesn't affect mission success, since we managed to pass the mission after he teleported to the elevator. I'm just saying it seems kind of weird on a "story" level -- you're supposed to rescue him, but apparently he has teleportative powers... It also looks funny if he's slashing away outside of the gate/barriers but is unable to actually join in.
One way of resolving it would be letting him teleport to the button like a mecha knight and then having to defend him while he tries to help out. In the case of Wilks, removing or reducing the shankles in that room would make this a slightly more difficult but more "involved" task. Another way would be removing the barrier after the battle so that he's not still stuck out there. Either way would make sense story-wise (like, "Oh no! A room with monsters, and he's trapped out there! We have to fight to get him back!").
Thanks for bringing this one to our attention, guys. Companion knights will warp to party pads in a future update.
I was about to post a similar issue with a fiend mission I just did.
Friendly NPCs should behave like dead teammates and warp to a party button once it is stepped on.