ToME: the Tales of Maj'Eyal

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PostPosted: Sun Apr 17, 2011 2:06 pm 
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Archmage

Joined: Fri Dec 03, 2010 5:34 pm
Posts: 335
Paradox mage from future seems have problem with tac AI. After initial assault he seems stop doing anything at all. Because sometimes(very seldom) player got teleported it seems the problem is in accumulated paradox. After paradox get big enough for fail rate near 100% Paradox Mage doppleganger can not harm player. Suggestion: NPC Paradox Mage should run away and decrease paradox in safety if failure rate more 50%-70% (random choice)


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PostPosted: Fri Apr 29, 2011 9:03 pm 
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Perspiring Physicist

Joined: Tue Jul 13, 2010 2:53 pm
Posts: 1332
I split off the two latest reports into separate, more focused threads:
viewtopic.php?f=42&t=25880
viewtopic.php?f=36&t=25878

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PostPosted: Fri May 06, 2011 9:19 pm 
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Wyrmic

Joined: Tue Mar 31, 2009 7:45 pm
Posts: 216
Location: New Mexico
I'm playing as an Anorithil and noticed some weird stuff going on with both the Ancient Mummy and the Master. I thought the Mummy had me cornered as I had to phase door out of some bad stuff and I ended up in a dead end out of range of my jumpgate. The Mummy came around the corner, came into range and moved back and forth, towards me and the away from me a step at a time while I just finished him off.

The Master did the exact same thing. I was better prepared for him and most likely would have beaten him anyway but it was pretty anticlimatic. We battled for a while and then he just ended up in my sights moving back and forth. He would Phase Door away every so often but then come back and decide he didn't want to attack and just move back and forth waiting for (and this is a guess) his phase door cooldown to reset.

I have the log file from my fight with the Master if that would be useful (about 17MB...I was playing for a while before the last fight). If you have an email that will take 20MB attachments I can forward it to you, if not I'll cut it down later if you want it.


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PostPosted: Fri May 06, 2011 11:10 pm 
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Perspiring Physicist

Joined: Tue Jul 13, 2010 2:53 pm
Posts: 1332
paboperfecto wrote:
The Master did the exact same thing. I was better prepared for him and most likely would have beaten him anyway but it was pretty anticlimatic. We battled for a while and then he just ended up in my sights moving back and forth. He would Phase Door away every so often but then come back and decide he didn't want to attack and just move back and forth waiting for (and this is a guess) his phase door cooldown to reset.


That sounds like the old flee bug... what version of ToME did you see this in? Have other people seen this?

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PostPosted: Sat May 07, 2011 3:41 am 
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Wyrmic

Joined: Tue Mar 31, 2009 7:45 pm
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Location: New Mexico
Beta 25


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PostPosted: Thu Jun 02, 2011 8:19 pm 
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Higher

Joined: Sun Jan 16, 2011 2:52 pm
Posts: 56
I had an armoured skeleton warrior use the "Disarm" talent while trying to get out of an Ice Block. I guess there's probably a larger problem that the AI doesn't really know that it's in an ice block, but Disarm is just a worse choice than Attack.

Code:
============================== TACTICAL AI   armoured skeleton warrior
armoured skeleton warrior   27823   tactical ai talents testing   Riposte   T_RIPOSTE
armoured skeleton warrior   27823   tactical ai talents testing   Overpower   T_OVERPOWER
[DEBUG] hit a foe!
armoured skeleton warrior   27823   tactical ai talents can use   Overpower   T_OVERPOWER   escape   weight   1.6584679114621
armoured skeleton warrior   27823   tactical ai talents can use   Overpower   T_OVERPOWER   attack   weight   3.129925455521
armoured skeleton warrior   27823   tactical ai talents can use   Overpower   T_OVERPOWER   disable   weight   1.5356690903762
armoured skeleton warrior   27823   tactical ai talents testing   Stamina Pool   T_STAMINA_POOL
armoured skeleton warrior   27823   tactical ai talents testing   Attack   T_ATTACK
[DEBUG] hit a foe!
armoured skeleton warrior   27823   tactical ai talents can use   Attack   T_ATTACK   attack   weight   1.9066788417525
armoured skeleton warrior   27823   tactical ai talents testing   Weapons Mastery   T_WEAPONS_MASTERY
armoured skeleton warrior   27823   tactical ai talents testing   Armour Training   T_ARMOUR_TRAINING
armoured skeleton warrior   27823   tactical ai talents testing   Disarm   T_DISARM
[DEBUG] hit a foe!
armoured skeleton warrior   27823   tactical ai talents can use   Disarm   T_DISARM   attack   weight   2.2678493314147
armoured skeleton warrior   27823   tactical ai talents can use   Disarm   T_DISARM   disable   weight   3.9696312994702
armoured skeleton warrior   27823   tactical ai talents testing   Shield Pummel   T_SHIELD_PUMMEL
armoured skeleton warrior   27823   tactical ai talents testing   Rune: Manasurge   T_RUNE:_MANASURGE_1
armoured skeleton warrior   27823   tactical ai talents testing   Combat Accuracy   T_WEAPON_COMBAT
Tactical ai report for   armoured skeleton warrior
 * disable   29.342326579536   (mult)   2
 * attack   13.870964086552   (mult)   2
Tactical choice:   disable   T_DISARM
[LOG]   Armoured skeleton warrior uses Disarm.
USING   table: 0x7f90b83f6d90   Disarm
[TALENT WEAPON MULT]   0.9   0.5   1   0   0.71213203435596
[ATTACK] attacking with   mystic steel longsword of ruin
[COMBAT DAMAGE] power(1.112140) totstat(44.000000) talent_mod(1.316228)
[ATTACK] to    armoured skeleton warrior    ::    31.076300755358   7   16.6   0   ::   0.71213203435596
checkHit   29   0
=> chance to hit   95
[ATTACK] raw dam   31.076300755358   versus   16.6   0.5   with APR   7
[ATTACK] after armor   21.476300755358
[ATTACK] after range   22
[PHYS CRIT %]   0
[ATTACK] after crit   22
[ATTACK] after mult   15.666904755831
[PROJECTOR] starting dam   15.666904755831
[PROJECTOR] after difficulty dam   15.666904755831
[PROJECTOR] starting dam   11
[PROJECTOR] after difficulty dam   11
checkHit   40   19.6
=> chance to hit   80.984453456698
[LOG]   Armoured skeleton warrior hits Iceblock for #aaaaaa#16 physical#LAST# damage.
[LOG]   Armoured skeleton warrior hits Iceblock for #aaaaaa#11 physical#LAST# damage.


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PostPosted: Sat Jun 04, 2011 7:50 pm 
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Spiderkin

Joined: Sat May 15, 2010 3:09 am
Posts: 454
An adventurer stood still (because of last stand, probably) and attempted to use Bleeding Edge on me every turn. I was far away from him, so it did nothing. After closing and then backing away, he switched to spamming rush for a while, which also didn't work. Then he went back to Bleeding Edge. Here he is:

http://imagebin.org/156775


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PostPosted: Wed Jun 08, 2011 1:09 am 
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Uruivellas

Joined: Tue May 11, 2010 8:58 pm
Posts: 606
Location: Ore uh gun, USA
Subject Z just stood still in b28 while my dwarf hacked away at him: According to the tooltip he targeted himself around when I used repulsion to try and daze him. Closest Yeek death I've had, solely because of an AI screwup.


Attachments:
File comment: Subject Z fight. Don't know what started his [DEBUG] hit self's, maybe repulsion, maybe getting frozen by my elemental waraxe.
subject z oddity.txt [79.72 KiB]
Downloaded 151 times

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PostPosted: Sat Jun 18, 2011 6:05 am 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
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Location: Canada
Tactical AI puts way too high of a priority on dodging ranged attacks. This made my fight as an Archer vs Atamethon very easy, as he would always dodge the three or so arrows on the way, rather than come closer to me.

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PostPosted: Mon Jun 20, 2011 3:06 pm 
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Perspiring Physicist

Joined: Tue Jul 13, 2010 2:53 pm
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lukep wrote:
Tactical AI puts way too high of a priority on dodging ranged attacks. This made my fight as an Archer vs Atamethon very easy, as he would always dodge the three or so arrows on the way, rather than come closer to me.


That is quite odd... there shouldn't be any EFFORT to dodge projectiles at all. Can you describe the behavior a bit more? The NPC would move side to side, or even away from you?

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PostPosted: Mon Jun 20, 2011 5:51 pm 
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Uruivellas

Joined: Tue May 11, 2010 8:58 pm
Posts: 606
Location: Ore uh gun, USA
yufra wrote:
lukep wrote:
Tactical AI puts way too high of a priority on dodging ranged attacks. This made my fight as an Archer vs Atamethon very easy, as he would always dodge the three or so arrows on the way, rather than come closer to me.


That is quite odd... there shouldn't be any EFFORT to dodge projectiles at all. Can you describe the behavior a bit more? The NPC would move side to side, or even away from you?


Not sure if the AI attempts to avoid projectiles already in the air, or if it tries do go all serpentine when it sees a projectile, to try and confuse the player or limit the player's ability to hit things behind it. But in general the AI never moves in a straight line after it gets hit by ranged attacks. At least, that's what I've noticed.

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PostPosted: Mon Jun 20, 2011 10:21 pm 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
Atamathon ran away to range 9 or so, then moved around randomly (side to side, and nearer/further), dodging some (but not all) of the arrows I sent his way. He moved every turn, and never used any talents.

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PostPosted: Mon Jun 20, 2011 10:26 pm 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
I had a High Peak random boss use Frenzy (cursed melee attack skill) many times without me (or anybody) next to it. Sorry, no details to illuminate it further.

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PostPosted: Mon Jun 20, 2011 11:54 pm 
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Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
There's a big problem with monsters fleeing from ranged attacks, especially bosses, and then getting stuck skirting around 9 squares away being shot at with ease. I'd prefer it if enemies simply never fled - it doesn't add anything to the game.

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PostPosted: Tue Jun 21, 2011 12:24 am 
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Uruivellas

Joined: Tue May 11, 2010 8:58 pm
Posts: 606
Location: Ore uh gun, USA
Most normal or critter foes don't flee, they just zerg you like you say... it's only the elites that have the hp to flee after the first attack that flee, and not just from ranged attacks. It's why I take Rush for my fiters and zerkers, cuz otherwise they'd be chasing stuff endlessly.

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