I scrapped all my changes to templates and formulas dot gases... My rebalancing is going to (have to) take place on a monster by monster basis for the vast majority of [mind] altering formulas. I understand that by altering base templates, I can achieve most of the mob alert level goals I have. Most mob behavior formulas seem to reside in base template [mind]'s, with exceptions usually being made for ranged/magic mob variants.
Revived/Adepts existence has simplified my task immensely when referencing how to edit [mind]s this way. eXpertAI too, but only for a good comparison of mob behavior variables. Adepts man, why you make hard so hard?
On hard Ehb, no forms or temps mods, the first group of Krug act in concert thanks to increased com range and job distance, also I made Krug not give up when they reach their job distance limit. They sometimes flee at low health, then forget you were there 5 seconds later, but if they see you or still remember where to look for you, they will keep coming. Not a one seems interested in sitting out that first battle, as soon as one sees you, they all start heading your way.
This led to being surrounded and swarmed if I didn't avoid them. One Krug hacking at me as I hack at it is really no threat, they take 2-3 more damage than weapons and spells say they will... and that's right off the bat. I want all enemies to feel dangerous, so I'm thinking these [krug_scavenger]'s need a little more life, and possibly movement speed. Being swarmed, and not either running or potion chugging (impractical at start of game right?) is fatal in a very few seconds, but parting shots that land as I flee don't kill me until I'm very VERY low on health, making it possible to flee AFTER being overwhelmed, if I'm quick enough.
I want you to be quicker. Not your character, YOU. If you are running low on health, I want you to react, and I want monsters to revel in causing your death as their only reason for existing. I want there to be meaningful decisions in every moment of combat, and I want those decisions to matter when you make them. I think these few changes I've made to the Krug so far go a ways toward that, and all without my forms_and_temps.dsres, just a new set of [mind] variables... so far.
Current play through notes: Legends of Utrae is AWESOME!
I scrapped all my changes to templates and formulas dot gases... My rebalancing is going to (have to) take place on a monster by monster basis for the vast majority of [mind] altering formulas. I understand that by altering base templates, I can achieve most of the mob alert level goals I have. Most mob behavior formulas seem to reside in base template [mind]'s, with exceptions usually being made for ranged/magic mob variants.
Revived/Adepts existence has simplified my task immensely when referencing how to edit [mind]s this way. eXpertAI too, but only for a good comparison of mob behavior variables. Adepts man, why you make hard so hard?
On hard Ehb, no forms or temps mods, the first group of Krug act in concert thanks to increased com range and job distance, also I made Krug not give up when they reach their job distance limit. They sometimes flee at low health, then forget you were there 5 seconds later, but if they see you or still remember where to look for you, they will keep coming. Not a one seems interested in sitting out that first battle, as soon as one sees you, they all start heading your way.
This led to being surrounded and swarmed if I didn't avoid them. One Krug hacking at me as I hack at it is really no threat, they take 2-3 more damage than weapons and spells say they will... and that's right off the bat. I want all enemies to feel dangerous, so I'm thinking these [krug_scavenger]'s need a little more life, and possibly movement speed. Being swarmed, and not either running or potion chugging (impractical at start of game right?) is fatal in a very few seconds, but parting shots that land as I flee don't kill me until I'm very VERY low on health, making it possible to flee AFTER being overwhelmed, if I'm quick enough.
I want you to be quicker. Not your character, YOU. If you are running low on health, I want you to react, and I want monsters to revel in causing your death as their only reason for existing. I want there to be meaningful decisions in every moment of combat, and I want those decisions to matter when you make them. I think these few changes I've made to the Krug so far go a ways toward that, and all without my forms_and_temps.dsres, just a new set of [mind] variables... so far.![Smile](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/smile.png)
Current play through notes: Legends of Utrae is AWESOME!
:spider: