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Cowardly enemies causing issues


Frein

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Love the mod, always did, but I have some new feedback from my latest game.

 

1) For some reason enemies flee from you a lot and apparently things like locked doors won't prevent them from getting away. In the first basement floor of Durlag's Tower both Love and Avarice fled into B2 with me having no way to follow them due to Love carrying the key. Love was badly wounded, so I can understand the defensive reaction, but Avarice was at full health, so I don't know why he fled.

 

When I used SK to give my character the wardstone and followed them down, they only stuck around for as long as it took Love to cast Remove Magic on me, after which they climbed back up. Luckily I was the able to kill them without further attempts to disappear.

 

2) Enemies with access to invisibility often go invisible and never come out. Since you may not have access to True Sight, pulling them out of invisibility can be very frustrating since they also tend to move around a lot. Usually this happens when an enemy mage is almost or completely out of offensive spells. I think the AI should eventually attempt to attack the player no matter what.

 

3) One of the mustard slimes in Ramazith's tower turned out to be almost impossible to kill as it'd immediately climb up/down the stairs when I entered the room it was in. Some other NPCs have displayed similar behaviour (the farmers at the ankheg hole come to mind) but they were easier to catch.

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Guest vaga8ondxwr

Same things happen to me in my current play through.

 

Some enemy keeps fleeing through doors e.g. skeleton near Naskel mine exit. But luckily I haven't encounter enemy that I can't kill because of this. Just lots of attack follow through door and repeat.

 

Injured enemy mages go invisible and run away then pretty much stay hiding. e.g. a mage in firewine ruin, after killing everyone else I have to search every corner of the dungeon for him, after all that he is not even out of spell. I think after running into some corner mages can't see me so they just stop.

 

Another thing is mages running from fighter. It's not funny when they keep running across the map and agro everything. Mages can and should move around to not getting hit, but maybe they can circle around and keep a certain proximity to the group as a whole and not just the fighter.

 

As for now when I see a mage is missing I don't bother looking and just reload the battle, if I have to fight mage I always circle around them and clear the map first.

Small things, not game breaking but still take away some fun from scs.

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Creatures like skeletons shouldn't be trying to run away anyway, heh.

Skeletons are immune to fear spells and need never check morale, usually being magically commanded to fight to the death.
Helmed horrors can run away but the sentries like Love, Pride, etc. are most likely not going to do that since they have a specific mission.
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1) For some reason enemies flee from you a lot and apparently things like locked doors won't prevent them from getting away. In the first basement floor of Durlag's Tower both Love and Avarice fled into B2 with me having no way to follow them due to Love carrying the key. Love was badly wounded, so I can understand the defensive reaction, but Avarice was at full health, so I don't

know why he fled.

Nothing in SCS should be telling any of them to run. But I'll (try to) make their morale unbreakable for v20 anyway.

 

2) Enemies with access to invisibility often go invisible and never come out. Since you may not have access to True Sight, pulling them out of invisibility can be very frustrating since they also tend to move around a lot. Usually this happens when an enemy mage is almost or completely out of offensive spells. I think the AI should eventually attempt to attack the player no matter what.

 

Theoretically, it does. I think what happens (as the second post suggests) is that mages wander around and then get lost, especially in awkward places like Firewine bridge. I'll increase the timer on their hunt-down-the-PCs script (and blame you when people complain that monsters hunt them down relentlessly :) )

 

3) One of the mustard slimes in Ramazith's tower turned out to be almost impossible to kill as it'd immediately climb up/down the stairs when I entered the room it was in. Some other NPCs have displayed similar behaviour (the farmers at the ankheg hole come to mind) but they were easier to catch.

 

That's amusing but unintentional: ranged opponents try to get as far away as possible, and in this case it means bouncing between levels. Blocked (in this case, at least) in v20.

 

Another thing is mages running from fighter. It's not funny when they keep running across the map and agro everything. Mages can and should move around to not getting hit, but maybe they can circle around and keep a certain proximity to the group as a whole and not just the fighter.

I wish. Unfortunately, the BG scripting language just isn't clever enough to do this kind of thing.

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Unfortunately, the BG scripting language just isn't clever enough to do this kind of thing.

Yes, but we certainly can be :)

 

How about one of those invisible/invulnerable CREs us scriptors like to use as an immovable object spawned at the combat location; somewhere in the random move blocks check the distance to that CRE and move back to it if too far.

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3) One of the mustard slimes in Ramazith's tower turned out to be almost impossible to kill as it'd immediately climb up/down the stairs when I entered the room it was in. Some other NPCs have displayed similar behaviour (the farmers at the ankheg hole come to mind) but they were easier to catch.

 

That's amusing but unintentional: ranged opponents try to get as far away as possible, and in this case it means bouncing between levels. Blocked (in this case, at least) in v20.

 

I have experienced this in vanilla. This is an engine bug with the RunAwayFrom() actions. Creatures moving between areas will hang around near the entrance of the area, and creatures near the entrance of the area will attempt to cross the entrance when RunAwayFrom() is executed.

 

-Galactygon

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3) One of the mustard slimes in Ramazith's tower turned out to be almost impossible to kill as it'd immediately climb up/down the stairs when I entered the room it was in. Some other NPCs have displayed similar behaviour (the farmers at the ankheg hole come to mind) but they were easier to catch.

 

That's amusing but unintentional: ranged opponents try to get as far away as possible, and in this case it means bouncing between levels. Blocked (in this case, at least) in v20.

 

I have experienced this in vanilla. This is an engine bug with the RunAwayFrom() actions. Creatures moving between areas will hang around near the entrance of the area, and creatures near the entrance of the area will attempt to cross the entrance when RunAwayFrom() is executed.

 

-Galactygon

I'm confused....

In all my experiences playing BG (not actually gotten to any ToTSC content now that I have it) I've never had any creature pass thru a doorway and there were plenty of opportunities. Yet as soon as I installed EasyTutu and gave that a go, hostile creatures began passing thru doors (either to get away from me or to follow me). So I don't see how this is happening UNLESS the OP was using EasyTutu or BGT and failed to state as much.

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So I don't see how this is happening UNLESS the OP was using EasyTutu or BGT and failed to state as much.
SCS is not compatible with vanilla BG1, so I think we can assume that much.

well galactygon said vanilla and the subject matter was BG1 stuff and I knew there had been an SCS1 which affected BG1 stuff...

 

oh heck give me a little room will ya... I was away for a while and have forgotten a few things :p

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I have experienced this in vanilla. This is an engine bug with the RunAwayFrom() actions. Creatures moving between areas will hang around near the entrance of the area, and creatures near the entrance of the area will attempt to cross the entrance when RunAwayFrom() is executed.

 

-Galactygon

Easily fixed, use RandomWalkContinuous() if an enemy is within range 4 of the ranged attacker, and RunAwayFrom() if the enemy is beyond 4 but less than 7 (or whatever distance you feel safe for the ranged attacker to start shooting). This also makes it less likely that the RunAwayFrom() command will back them into a corner, not to mention that creatures told to RunAwayFrom() spend half their time attacking if an enemy is within melee range anyway.

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I have experienced this in vanilla. This is an engine bug with the RunAwayFrom() actions. Creatures moving between areas will hang around near the entrance of the area, and creatures near the entrance of the area will attempt to cross the entrance when RunAwayFrom() is executed.

 

-Galactygon

Easily fixed, use RandomWalkContinuous() if an enemy is within range 4 of the ranged attacker, and RunAwayFrom() if the enemy is beyond 4 but less than 7 (or whatever distance you feel safe for the ranged attacker to start shooting). This also makes it less likely that the RunAwayFrom() command will back them into a corner, not to mention that creatures told to RunAwayFrom() spend half their time attacking if an enemy is within melee range anyway.

 

That is basically what I do, but of course if the player is within whatever the range is of the exit, the monsters still transition.

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