Update [Dec 23 06] - Necro/NecroMage AI
Posted: Sat Dec 23, 2006 9:21 pm
* The AI has been improved on both necro and necro mage mobs. (some such as dread squirrels are pure necro, while some are necro mage, like DF) revenants now work in trammel. Wither and poison strike also work properly and damage people/pets/summons but not creatures that are not tame. Poison strike will no longer damage the mob casting it.
* Natural revenants have been added, I will go around spawning some in places like doom and khaldun
* Storm trooper repeating cross bows have different sound effect, and have a chance of also having a DI bonus, on top of the HCI/SSI.
* Archer AI works better - storm troopers actually shoot at the speed they were made to shoot at.
*FC now works for necro
Note: I noticed a bug with the new necro AI changes, when using animates. Liches that are animated should use the same spells as people, otherwise their wither and such will effect players, which should not be the case with animates.
*this bug has now been fixed but I had to go before I could test it enough so feel free to experiment with this and let me know if theres any issues
Archived topic from AOV, old topic ID:54, old post ID:249
* Natural revenants have been added, I will go around spawning some in places like doom and khaldun
* Storm trooper repeating cross bows have different sound effect, and have a chance of also having a DI bonus, on top of the HCI/SSI.
* Archer AI works better - storm troopers actually shoot at the speed they were made to shoot at.
*FC now works for necro
Note: I noticed a bug with the new necro AI changes, when using animates. Liches that are animated should use the same spells as people, otherwise their wither and such will effect players, which should not be the case with animates.
*this bug has now been fixed but I had to go before I could test it enough so feel free to experiment with this and let me know if theres any issues
Archived topic from AOV, old topic ID:54, old post ID:249