ToME: the Tales of Maj'Eyal

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PostPosted: Fri Dec 02, 2011 5:48 pm 
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Perspiring Physicist

Joined: Tue Jul 13, 2010 2:53 pm
Posts: 1332
dpt wrote:
Playing b35, a lot of the psionic powers seem to be used too early. In particular, yaech hunters will use Mindhook when I'm well out of range.


Thanks for the report. Yaech hunters use the "simple" AI and not the "tactical" one, though. Either way the Mindhook talent shouldn't be firing off with you outside of the range. I'll take a look.

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PostPosted: Tue Apr 17, 2012 6:39 am 
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Higher

Joined: Sat Jan 21, 2012 4:51 pm
Posts: 58
I don't think the AI grasps the concept of not walking into a projectile the actor itself fires. Tons of self-frags from Rune: Frozen Spear.


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PostPosted: Tue Apr 17, 2012 3:39 pm 
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Perspiring Physicist

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richardhawk wrote:
I don't think the AI grasps the concept of not walking into a projectile the actor itself fires. Tons of self-frags from Rune: Frozen Spear.


Good point, currently all forms of AI ignores projectiles on the screen. I don't actually remember Frozen Spear, does it have a very low movement speed?

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PostPosted: Tue Apr 17, 2012 7:53 pm 
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Higher

Joined: Sat Jan 21, 2012 4:51 pm
Posts: 58
yufra wrote:
richardhawk wrote:
I don't think the AI grasps the concept of not walking into a projectile the actor itself fires. Tons of self-frags from Rune: Frozen Spear.


Good point, currently all forms of AI ignores projectiles on the screen. I don't actually remember Frozen Spear, does it have a very low movement speed?


It is instant cast, which means the projectile spawns right in front of the caster before flying off on the next turn.


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PostPosted: Tue Apr 17, 2012 9:34 pm 
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Perspiring Physicist

Joined: Tue Jul 13, 2010 2:53 pm
Posts: 1332
richardhawk wrote:
yufra wrote:
richardhawk wrote:
I don't think the AI grasps the concept of not walking into a projectile the actor itself fires. Tons of self-frags from Rune: Frozen Spear.


Good point, currently all forms of AI ignores projectiles on the screen. I don't actually remember Frozen Spear, does it have a very low movement speed?


It is instant cast, which means the projectile spawns right in front of the caster before flying off on the next turn.



Ah of course, thanks!

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PostPosted: Sun Jun 03, 2012 8:22 pm 
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Joined: Sat Jan 07, 2012 9:35 pm
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Skeleton warriors chasing you stop to block every now and then and let you get away. Hardly the only skill that gets used like this but this is very noticeable.

I really think block would work better as instant with longer cd.


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PostPosted: Thu Nov 01, 2012 9:59 pm 
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Halfling

Joined: Tue Sep 11, 2012 10:21 pm
Posts: 96
Location: Earth
If you give an alchemist golem a shield, it will use the block talent as often as possible causing its effective movement speed to drop considerably. Perhaps it should only use block if enemies are visible or even adjacent.


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PostPosted: Fri Nov 09, 2012 3:20 am 
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Cornac

Joined: Thu Nov 08, 2012 6:28 pm
Posts: 30
Not sure which AI the starter 'companion' is (on dwarf) but I recently had him step on a boulder trap, get knocked back, try to rejoin me, get bouldered again, and again, and again. It was actually pretty hilarious except he was supposed to be helping me with the boss. :p


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PostPosted: Sat Nov 17, 2012 3:24 am 
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Archmage

Joined: Tue Jul 03, 2012 8:35 am
Posts: 400
I leashed my golem to an escort as a guard. Lost sight of them, later found them standing around with my golem blocking the escort's path.


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PostPosted: Sat Nov 17, 2012 11:16 pm 
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Higher

Joined: Thu Jan 26, 2012 5:27 am
Posts: 48
I've occasionally had snakes leap side-to-side while I shoot them instead of having them charge or retreat.


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PostPosted: Mon Nov 19, 2012 5:47 am 
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Archmage

Joined: Tue Jul 03, 2012 8:35 am
Posts: 400
He keeps moving back & forth between 2 squares while I shoot him.


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PostPosted: Fri Nov 30, 2012 8:10 pm 
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Uruivellas

Joined: Tue May 15, 2012 11:44 pm
Posts: 797
The AI uses the spinning beam from the aether tree poorly.

It places the beam on top of the player, even though that is the place where it's the safest (no silence, small % of damage). Maybe place it to a free adjacent tile?

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PostPosted: Wed Dec 19, 2012 5:47 am 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
I don't get attacked while dazed be enemies in RC1

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PostPosted: Fri Dec 21, 2012 10:59 am 
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Halfling

Joined: Thu Dec 13, 2012 10:22 am
Posts: 84
My Anorithil has noticed two trivialising quirks. I presume you actually want named mobs to try and kill me instead of being loot pinatas.

One has been named mobs with traps. Twice now i've met one that walked up to me placed a trap let me hit it... then walked away. I chose not to step into the trap. Rinse and repeat till dead.

Another seems to be mostly spellcasting mobs and i notice it with adventurers and ziguranth patrols. ~many~ of them have let me kill them by trying to hang out at hte edge of my range and presumably lure me forward. But they're doing it inside the range for Moonlight Ray (which is massive) and sometimes for being tagged by Starfall or Shadow Blast. They run into my range and stare at me while i nuke htem, then run out of vision... then repeat it till they die.

Edit: I think i have identified one major culprit for this behaviour in dungeons, too. Searing Light leaves a slightly damaging square where it hits. I think a lot of hte 'dancing' bosses i've encountered have been stepping on that square and then prioritising getting back off over killing me. Even though it does trivial damage and some can two shot me.

Edit2: i've also just had two elven corruptor bosses in a row in the crypt fail spells repeatedly to Arcane-Disrupting gear, they probably shouldn't spawn with that.<_<


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PostPosted: Wed Dec 26, 2012 11:48 pm 
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Yeek

Joined: Wed Dec 26, 2012 11:45 pm
Posts: 10
In the Derth Arena the ai seems to just stand there and be nuked to death when playing archmage. Except the one with rush. He rushed once, then I pushed him away with mudslide. He stood firm in his place ever since. Not moving towards me. Neither did the other two.


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