* Did major changes to notoriety system. Basically wrote some functions from scratch for use in various area attacks such as spells and special abilities. Most area spells and abilities have been recoded to use this new and enhanced system. This system allows to use the same version of a special area attack on mobs and players. So for the necro AI, no need for two versions of the wither spell, for example. This is more back end stuff that means more from a dev point of view, as it will make indirect target damage management way easier to deal with.
*Lot of area spells have been added to the monster AI, including fields like fire/paralyze/poison field. Wild fire has also been added. Area spells like chain lightning, meteor swarm and earth quake will also be casted by mobs with high enough magery. Please report any issues such as a mob not hitting a target it should, or vise versa. Ex: a tamed dragon casting chain lightning should only hit untame mobs or red/criminal players (only in fel for players) but if its non tame it should not hit other mobs. Stuff like that.
*Did lot of monster tweaks
*Holy squirrels can now spawn with spellweaving, but have only 700 skill cap. You can go 7x GM or pick and choose skill points to be higher (ex: 120 weave but lower mage).
*Players and creatures no longer gain poisoning skill by using poison spell and other methods if they are below 25. At that skill level one must use the traditional gaining method (applying nox to weapons, or buying from npc). This is to prevent pets from gaining in poisoning from casting poison spell. Current pets that already have poisoning skill will have it put to 0 if its above 25, this is a manual process so may not be done right away. This was an issue with the new poisoning which was overlooked.
*Pets now stop obeying to "kill" and "guard" if the tamer is out of sight or invisible. They may still attack their target in defense, but they are more prone to wander and may fail to guard.
Archived topic from AOV, old topic ID:1159, old post ID:7468
Update [Aug 22 07] - Monster AI enhancements
- Red Squirrel
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Update [Aug 22 07] - Monster AI enhancements
Honk if you love Jesus, text if you want to meet Him!
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Update [Aug 22 07] - Monster AI enhancements
Other than the fact that this new AI is crazy with its retargeting of players, Nix isn't supposed to be able to be targeted/poisoned. O.o
Archived topic from AOV, old topic ID:1159, old post ID:7505
Archived topic from AOV, old topic ID:1159, old post ID:7505
Stupid fucking idiot in red shirted ass...
- Red Squirrel
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Update [Aug 22 07] - Monster AI enhancements
Hmmm weird, I've seen that a few times now that yellow hued mobs get hit now. I'll have to add BaseVendor to the ruleset, seems they're treated differently then blessed=true mobs. Blessed is actually false on them but they're still yellow hued.
I hear nix drops nice loot though.
Archived topic from AOV, old topic ID:1159, old post ID:7506
I hear nix drops nice loot though.
Archived topic from AOV, old topic ID:1159, old post ID:7506
Honk if you love Jesus, text if you want to meet Him!
Update [Aug 22 07] - Monster AI enhancements
LMAO poor nix. Don't think his health bar goes down though.
Archived topic from AOV, old topic ID:1159, old post ID:7508
Archived topic from AOV, old topic ID:1159, old post ID:7508
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Update [Aug 22 07] - Monster AI enhancements
That may be, but he doesn't seem the type the dark fathers should be pissing off.Red Squirrel wrote:Hmmm weird, I've seen that a few times now that yellow hued mobs get hit now. I'll have to add BaseVendor to the ruleset, seems they're treated differently then blessed=true mobs. Blessed is actually false on them but they're still yellow hued.
I hear nix drops nice loot though.
Archived topic from AOV, old topic ID:1159, old post ID:7509
Stupid fucking idiot in red shirted ass...
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Update [Aug 22 07] - Monster AI enhancements
[quote="Red Squirrel*Pets now stop obeying to "kill" and "guard" if the tamer is out of sight or invisible. They may still attack their target in defense, but they are more prone to wander and may fail to guard.[/quote]
This is really buggy. If they lose sight of you (even just going threw a moongate) they try to run off, and if not paying attention, they are easily losable.
Archived topic from AOV, old topic ID:1159, old post ID:8006
This is really buggy. If they lose sight of you (even just going threw a moongate) they try to run off, and if not paying attention, they are easily losable.
Archived topic from AOV, old topic ID:1159, old post ID:8006
Stupid fucking idiot in red shirted ass...
- Red Squirrel
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Update [Aug 22 07] - Monster AI enhancements
I'll have to check this further since on TC1 it works fine, pets only start wandering if the owner is away for an extended period of time.
Archived topic from AOV, old topic ID:1159, old post ID:8007
Archived topic from AOV, old topic ID:1159, old post ID:8007
Honk if you love Jesus, text if you want to meet Him!
Update [Aug 22 07] - Monster AI enhancements
i like those changes good job staff
Archived topic from AOV, old topic ID:1159, old post ID:8010
Archived topic from AOV, old topic ID:1159, old post ID:8010
What?