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Araknuum's picture

Current state of [base_krug] [mind] in my SM_Krug_AI.dsres (SM=Solo Mode):

[mind]
	{
		com_channels					= dyn_party, krug;
//Making Krug more Alert but Stupid in interesting ways. -JD
		com_range					= 15.4;
		melee_engage_range				= 14.0;
		ranged_engage_range				= 14.8;
		sight_range					= 15.0;
		sight_fov					= 90.0;
		outer_comfort_zone_range			= 6.0;
		inner_comfort_zone_range         		= 2.5;
		visibility_memory_duration			= 5.0
		on_enemy_spotted_alert_friends			= true;
		on_alert_projectile_near_missed_alert_friends	= true;
		on_enemy_spotted_attack				= true;
		on_alert_projectile_near_missed_attack		= true;
		on_enemy_entered_icz_attack			= true;
//Making Krug Relentless. -JD
		job_travel_distance_limit			= 30.0;
		on_job_reached_travel_distance_abort_attack 	= false;
		on_engaged_lost_consciousness_abort_attack	= false;
		actor_life_ratio_low_threshold  		= 0.05;
		on_life_ratio_low_flee                          = true;
		flee_distance					= 7.0;
		flee_count  					= 1;
		on_enemy_entered_icz_abort_flee			= true;
		actor_balanced_attack_preference		= 0.95;

		jat_fidget					= world\ai\jobs\common\job_fidget.skrit
			?still					= false;

		jat_flee_from_object				 = world\ai\jobs\common\job_flee_from_object.skrit
			?run_chance						 = 0.63;
	}

Most interesting to note is what on_enemy_entered_icz_abort_flee = true; does. The behavior I've noted is from the first few fights in Ehb, based solely on battles with [krug_scavenger] and [krug_grouse]. IF they are attacking you, and you remain in their inner comfort zone (icz), they won't flee at low health. If you get them to low health from outside of their icz, they will likely flee.

?run_chance = 0.63; seems to reduce their chance to flee, but when I had it plugged into [actor_evil]s [mind], it seemed to possibly be slowing mob movement speed while fleeing. Wolves seemed to stumble away hurt at very slow speed, which was kinda dope, actually. With SM_Krug_AI.dsres only, I can't discern a difference in krug flee speed, just a decrease in whether they will flee or not.

Another interesting note is that I can only get sight_fov to make some krug with their back turned ignore you until you are in their icz. MOST Krug from your farm to the next, phrak infested one, will attack and "spot" you no matter their facing, and often you will be spotted by one of their friends who will alert the dumb one. Sometimes, none of that applies and a Krug will just stand there, fidgeting until you hit it. Puzzled Not a desirable trait, but kind of unpredictable and certainly not "broken", but I'll have to experiment to see about making Krug Alert and Relentless, but also realistically Idiotic.

:spider: