[1.0] New AI/LOS trivializes some enemies/encounters

Where bugs go to lie down and rest

Moderator: Moderator

Post Reply
Message
Author
grmblfzzz
Thalore
Posts: 133
Joined: Fri Nov 25, 2011 7:53 pm

[1.0] New AI/LOS trivializes some enemies/encounters

#1 Post by grmblfzzz »

For the most part enemies act more reasonably, but there are notable exceptions. Some of the bigger ones:

In the Limmir event, the creatures just mill a bout aimlessly, not trying to swamp you/kill Limmir. Can pretty much just wait it out.

Dreads/Banshee's/probably-all-wall-walkers also often just mill about. Takes out like 80% of the dangerousness of Dreadfell.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: [1.0] New AI/LOS trivializes some enemies/encounters

#2 Post by yufra »

Less dangerous you say? This madness must be stopped!!!
<DarkGod> lets say it's intended

Robsoie
Wyrmic
Posts: 256
Joined: Sat Sep 24, 2011 12:15 am

Re: [1.0] New AI/LOS trivializes some enemies/encounters

#3 Post by Robsoie »

Considering the amount of characters i lose in Dredfell, i think the current level of difficulty is certainly enough as it is.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: [1.0] New AI/LOS trivializes some enemies/encounters

#4 Post by Crim, The Red Thunder »

I didn't notice huge problems in the shadowy crypt, and almost every enemy there is a wall walker. I did notice a lower density, is it possible there were far more I didn't see, or is monster generation generally a lower density there?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

grmblfzzz
Thalore
Posts: 133
Joined: Fri Nov 25, 2011 7:53 pm

Re: [1.0] New AI/LOS trivializes some enemies/encounters

#5 Post by grmblfzzz »

Well, I generally only play the classes with Track (like Rogues), and the odd/worse behavior is fairly noticeable when you're tracking them all the time. While I can't expect most people to be as masochistic as I am and get saddened at things that lower the difficulty... it's pretty definite on insane.

Isolated Dreads and stuff aren't too much of a problem I suppose, but the Limmir encounter is really a shadow of it's former glory now. Heroic struggles are much more rewarding!

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: [1.0] New AI/LOS trivializes some enemies/encounters

#6 Post by SageAcrin »

I didn't really notice much of a difference with Dreads, etc., as someone that doesn't constantly spam Track. They trace you a bit less well, but that's it-they still find you for sure, and they're still competent.

So far, the only thing I've noticed as a major challenge loss from b43-and-previous AI is that all of Dreadfell 9 does not mysteriously swarm you, including any immaterial enemies from any of the box pits.

Considering that Dreadfell 9 is still perfectly dangerous, and the effect tended to be "Did you RNG a big pit on Dreadfell 9? Sucks to be you, now die.", well. I'm fine with that change.

If Limmir's quest is, for some reason, being very notably, maybe a special AI command could be used there. Though, having said that, it's already a quest that has two specific, uncommon requirements and that only some classes could realistically complete reliably. Maybe it being easier isn't too bad.

Also, there is somewhat of a challenge boost in one way. I've found myself having absolutely no idea exactly where enemies are after I teleport, which is generally a big improvement. They move enough after you leave so that you can't be sure where they are when you re-engage them.

evouga
Wyrmic
Posts: 231
Joined: Tue Jul 06, 2010 1:03 am

Re: [1.0] New AI/LOS trivializes some enemies/encounters

#7 Post by evouga »

Limmir's quest was notoriously difficult... I'm not sad to see it nerfed.

Post Reply