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 Post subject: Monster Ai borked?
PostPosted: May 2nd, '10, 12:48 
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They no longer use their heal and harm charges. Anything changed?

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 Post subject: Re: Monster Ai borked?
PostPosted: May 2nd, '10, 13:07 
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Not to my knowledge, but you never know.

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 Post subject: Re: Monster Ai borked?
PostPosted: May 3rd, '10, 11:01 
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My observations from yesterday... lifestealer didn't Harm itself, Skeletal Juggernaut did so with impunity.


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 Post subject: Re: Monster Ai borked?
PostPosted: May 3rd, '10, 13:36 
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Since the lifestealer has no charges of Harm, and the juggernaut does, I expect that is as desired. What creatures are broken when they shouldn't be?

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 Post subject: Re: Monster Ai borked?
PostPosted: May 3rd, '10, 14:57 
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I have seen a score of issues where monsters did not use heal or harm self when they were at "badly wounded" is there a way to implement that in the general ai script?

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 Post subject: Re: Monster Ai borked?
PostPosted: May 3rd, '10, 15:08 
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The first step to that would be listing the creatures which are broken. Else I've nothing to work with and no way to see if my scripting makes a difference in how well the healing is used.

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 Post subject: Re: Monster Ai borked?
PostPosted: Jun 18th, '10, 10:51 
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A call for updates.
Has anyone seen strange monster behaviour, and if so, what was it, where was it and which monster are we talking of?

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 Post subject: Re: Monster Ai borked?
PostPosted: Jun 18th, '10, 12:06 
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For one they get stuck in placeables. A function where they jump ahead a bit would be nice.

Also, they tend to spam the same spell over and over until they run out or die.

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 Post subject: Re: Monster Ai borked?
PostPosted: Jun 18th, '10, 18:01 
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Might be worth instant casting all their buffs when they percieve, and then only giving them enough buffs/summons for one cast of each, so they all appear when the player comes into view, rather than having them sit there for 8 days casting.

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