AI - monster tactics
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While Faction Bugged I noticed that Guards and such don't kill you like they used to do :D Luckbringer Matthew started casting, protective spells first, so I ran.
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Onething ofnote the AI should run off intelligence to but the list mentioned is wrong.any oldplayerss handbook or dm guide gives the proper scale to aid the AI 1-3 is microbe or near non existence intelligence cube or jelly is prime example 4-6 is base animal or vermin and more feral monster 7-8 is monster soldiers 9-11 is normal human and so on
Yeah, but the AI sets it's own internal intelligence value from 1-10 (based on the INT of the NPC, plus a dice roll) anyway, so all that's fairly irrelevant.
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I don't suppose it's possible to make it so the monsters target squishies based on clear paths? If there is something in his way such as another player(a fighter for example) He'd rather sit there and fight instead of provoking so many AoO, but if the squishy isn't being protected like they should, and there's a straight shot to it, the monster will then attack the squishy?
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@Swifty:
I don't suppose it's possible to make it so the monsters target squishies based on clear paths? If there is something in his way such as another player(a fighter for example) He'd rather sit there and fight instead of provoking so many AoO, but if the squishy isn't being protected like they should, and there's a straight shot to it, the monster will then attack the squishy?
No it's not. Well, not without me being a mathematician, and I'm not.
But, I made some changes which should help that problem.
Tell me how it goes, it's live now.
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I've played wizards, fighters, cleric, scouts, all sorts of things and have no problem with dealing with this AI, in fact I think its pretty dumb and easy to predict. (Dumb being a relative term)
But its a major improvement from the nigh rock like intelligence we had before.As long as everything is sticking to its intelligence score I don't see a problem with anything. Were I the creature I would also charge the wizard not doing anything but standing around, not because I'm afraid its going to start throwing out magic missiles at any moment but because a single hold person spell would kill me. And if we are realistic about how AI should work, then half the quests are going to be impossible. Not because we cant kill the bandits, but because as soon as we kill the first few bandits and the rest are tipped off, were going to have to deal with 20-30 of them grouping up and killing all of us. Not standing around waiting to be meat shields till we get to the "Boss" and finish the quest.
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@Nathan:
. And if we are realistic about how AI should work, then half the quests are going to be impossible. Not because we cant kill the bandits, but because as soon as we kill the first few bandits and the rest are tipped off, were going to have to deal with 20-30 of them grouping up and killing all of us. Not standing around waiting to be meat shields till we get to the "Boss" and finish the quest.
I for one would actually love some of the quests to do this. Similar to the old warehouse quest (dating back probably five years now), only have the boss hostile too. Epic battles like these are fun, but I say some of the quests because I know that not everyone will agree with me.
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Yesterday (about 12-13h ago), in Fine Establishment , the end boss continued to target negative HP characters. Not a complaint, just registering that it did so, I'm fine with dying as long as the monsters there don't throw firebombs :D
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I will throw in a small suggestion, and I think this would be useful for some of the other "NPC" Behavior I have been noticing.
Let us take a hypothetical scenario. Inside a castle Bear is chasing adventurer, Adventurer run into a room and closes the door leading inside, offering some form of safety. Bear then tried to beat down the door, and here we have to possible scenarios (if they can be scripted at all):
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The Bear manages to break down the door, and he will then move a short distance inside, to reflect charging into the room, rather than just standing in the doorway.
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The Bear is unable to destroy the door so it stops trying to destroy it.
This would give certain animals a chance to still chase down their prey, if they are strong enough to punch through the door, and in the case of the second option stop Commoners from continuously trying to break down doors in Arabel, for no reason.
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Detecting if it's able to desctroy the door or not might prove troublesome. But creatures who shouldnt understand the concept of door handles, or locks, shouldnt open, or unlock doors, soon. Not yet though, havent got there yet.
Since last reset:
Has anyone noticed NPCs swarming them/buffing up when they log in nearby with less than full health?
What about things spotting the invisible miraculously?
Noticed any difference in being able to get NPCs off the 'squishies' ?
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Monsters will still attack you as soon as you walk within their radius of detection, no matter is they have to go past 2 corners for it and you never entered their line of sight and at max detection range.
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I need you to help me test that one out so I can see whats going on and check some variables.
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No prob.
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personaly, as a level 2 doing lo'rach or whatever it is, many of the goblins acted like they were supposed to, I had to log for about 5 secs, when I reclogged I did not notice any UNUSUAL swarming that does not come from about 20 goblins being in the area, I did notice however that while doing frin's rat quest that the spider somehow parryed my weapon.. kinda odd tho.. also I believe that most of the npc's are acting as they are supposed to.
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In Lost Ring, one of the bigger typical creatures went out of it's way to run an attack a respawned character. It was behind two corners and there was no sight or screen connection to it. Just came from a really long way to try to send me back to fugue :D
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Ok, targets being selected (or saying selected…? ) from too much distance is on the list. Gonna be a real bugger that one, but I noticed something in the Debug logging that might help me narrow it down actually.
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While doing Fine Establishment, I walked up the stairs with my 10 hp wizard while my 14 hp PC rogue companion was fight a snake. Snake instantly switched target and attacked me. Went down, fighting resumes. Went up, snake did the exact same thing, despite being out of direct line of sight both times.
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Like I said, line of sight issue is on the list.
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If the frontline chars block the way of the monster which is charging or aggrod at a weaker char like a rogue or mage, it gets stuck and will remain frozen till the frontlines hack it to death not responding to the multiple hit its getting.
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I'll try another tweak regarding that one. Doubt I can ever fully fix that though.
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I am seeing that Archers are most of the time not fighting they just stand there are try and flee when someone gets close.