View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003897 | Valley 1 | Programming Todo | Sep 22, 2011 3:12 pm | Sep 22, 2011 4:07 pm | |
Reporter | Chris_McElligottPark | Assigned To | tigersfan | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.421 | ||||
Summary | 0003897: Skelebot Microbosses fleeing the character? | ||||
Description | Keith reports this, but I don't have a save handy to be able to duplicate it. Can you see if you can cook up a save for this, Josh? | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
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The skelebot snipers do this. The melee skelebots do not. The giant skelebot miniboss doesn't seem to flee per se but does seem to wander without a particular care of whether it will let them keep shooting at the player. |
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Sorry, I meant to clarify on the snipers. And yes, the giant skelebots are intended to wander without a care for the player, because they're intended to only be used in certain circumstances -- they nor the giant amoebas would make a good part of a rampaging party. Actually, neither would the dragons, for that matter. ALL the microbosses except for the shadow bats (which should only ever be used underground) are actually non-pursuing. This is a key part of how they normally act in a boss battle, but it makes them bad for the microboss situation. |
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I can confirm what he says about the normal skelebot minibosses, they seem to walk around as they want regardless of what you do. I'll see if I can find a skelebot sniper. What level do they start on? |
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Actually, I just found the bug with the snipers, so false alarm on that. Though I've not tested it, given I don't have a test case yet. |
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The snipers get common on level 6. |
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When I was testing the deposit guards for the miniboss it picked a Crippled Dragon and stuck him at the bottom of some surface caves. Absolutely Brutal ;) Eventually I burned through his unending flame spawns and his HP via a constant stream of Tidal Pulse and frequent retreats to deplete my hp and mp recovery items. An experience worth keeping around, I'd say ;) |
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Sure, I think that's valid. But we're going to have to do... something. Or else just accept that the minibosses are going to not chase you here. Unless we defined those as being microbosses in this situation, and had it switch AI logic for certain AI types when the enemy is a microboss... And actually, that would work. |
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I don't think the minibosses wandering is a huge problem; the skelebot sniper microbosses actively running to the other end of the chunk is a problem. But if there were some flag or whatever to make the minibosses be more aggressive in a surface battle that wouldn't be a bad thing. Or for some give them a 50% chance to be intentionally seeded in the surface caves if there are any, that would be "fun" ;) |
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And would making the miniboss types act like microbossses in that situation also drop their stats to microboss levels? I'd prefer to keep their stats up, though obviously balance is an ongoing effort anyway. |
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Chris, do you want a test case for this? |
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Just in: * Put in logic that changes the behaviors of microbosses to be more aggressive when normally they would not (such as rhinos directly chasing you now, etc). ** Also put in logic to make the behaviors of microbosses that are part of a resource deposit guard contingent act like the more-aggressive microbosses while still maintaining their miniboss stats. In terms of a test case, let me get you an internal build that will let you test it, and if there's still a problem I'd like a test case. :) |
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New compiled version 2410, Josh -- I've not tested this at all, but the logic I added was pretty simple so hopefully it didn't munge stuff up too much. ;) |
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I can forsee the bug report now: "Well, the doctors tell me that rhino broke my spine in about 47 different places. Does that qualify as a bug?" |
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"And it just kept running over me, over and over again!" |
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The snipers still run from the player. I'll post the save. Go into the region I'm standing on, in there is a sniper microboss, as soon as you cancel the new area protection, he will run away (after he fires a shot). |
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Haven't checked that save, but it's normal for them to run to some degree, the issue is when they run way beyond their effective range; all the way to the other end of the chunk even if not pursued in the cases I've seen. |
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Right -- they should stay just at the range of their ability to attack, but should not flee beyond that if you don't run after them. If you chase them, they should still turn and run. |
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Ahh, sorry. Ok then, we're good. |
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No worries -- and excellent! |
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Rhinos don't seem to make the best microbosses either since they don't chase the character. |
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They will as of the next build, see above. :) |
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Huh, missed that. Alright then. |
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Should be interesting! |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 22, 2011 3:12 pm | Chris_McElligottPark | New Issue | |
Sep 22, 2011 3:12 pm | Chris_McElligottPark | Status | new => assigned |
Sep 22, 2011 3:12 pm | Chris_McElligottPark | Assigned To | => tigersfan |
Sep 22, 2011 3:15 pm | keith.lamothe | Note Added: 0013337 | |
Sep 22, 2011 3:18 pm | Chris_McElligottPark | Note Added: 0013338 | |
Sep 22, 2011 3:18 pm | tigersfan | Note Added: 0013339 | |
Sep 22, 2011 3:19 pm | Chris_McElligottPark | Note Added: 0013340 | |
Sep 22, 2011 3:19 pm | Chris_McElligottPark | Status | assigned => resolved |
Sep 22, 2011 3:19 pm | Chris_McElligottPark | Fixed in Version | => 0.421 |
Sep 22, 2011 3:19 pm | Chris_McElligottPark | Resolution | open => fixed |
Sep 22, 2011 3:20 pm | Chris_McElligottPark | Note Added: 0013341 | |
Sep 22, 2011 3:20 pm | keith.lamothe | Note Added: 0013342 | |
Sep 22, 2011 3:22 pm | Chris_McElligottPark | Note Added: 0013343 | |
Sep 22, 2011 3:24 pm | keith.lamothe | Note Added: 0013344 | |
Sep 22, 2011 3:25 pm | keith.lamothe | Note Added: 0013345 | |
Sep 22, 2011 3:32 pm | tigersfan | Note Added: 0013347 | |
Sep 22, 2011 3:33 pm | Chris_McElligottPark | Note Added: 0013348 | |
Sep 22, 2011 3:35 pm | Chris_McElligottPark | Note Added: 0013350 | |
Sep 22, 2011 3:36 pm | keith.lamothe | Note Added: 0013351 | |
Sep 22, 2011 3:38 pm | Chris_McElligottPark | Note Added: 0013354 | |
Sep 22, 2011 3:44 pm | tigersfan | Note Added: 0013357 | |
Sep 22, 2011 3:45 pm | tigersfan | File Added: Sniper Microboss.zip | |
Sep 22, 2011 3:46 pm | keith.lamothe | Note Added: 0013358 | |
Sep 22, 2011 3:47 pm | Chris_McElligottPark | Note Added: 0013359 | |
Sep 22, 2011 3:50 pm | tigersfan | Note Added: 0013361 | |
Sep 22, 2011 3:51 pm | Chris_McElligottPark | Note Added: 0013362 | |
Sep 22, 2011 3:51 pm | Chris_McElligottPark | File Deleted: Sniper Microboss.zip | |
Sep 22, 2011 3:52 pm | c4sc4 | Note Added: 0013364 | |
Sep 22, 2011 3:55 pm | Chris_McElligottPark | Note Added: 0013365 | |
Sep 22, 2011 4:04 pm | c4sc4 | Note Added: 0013367 | |
Sep 22, 2011 4:07 pm | Chris_McElligottPark | Note Added: 0013368 |