Bolts with friendlyfire=false disappear instead of passing through friendlies.
I think this should be changed or at least a new projectile type added with this functionality.
Already located a possible fix:
In engine/target.lua line 264:
-- If we explode due to something other than terrain, then we should explode ON the tile, not before it
elseif typ.stop_block then
local nb = game.level.map:checkAllEntitiesCount(lx, ly, "block_move")
if nb > 1 or (nb == 1 and game.level.map:checkAllEntities(lx, ly, "block_move") and not game.level.map:checkEntity(lx, ly, engine.Map.TERRAIN, "pass_projectile")) then
if for_highlights then
If local nb = game.level.map:checkAllEntitiesCount(lx, ly, "block_move")
gets changed to substract the amount of actors friendly to the source actor it should work.