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Araknuum's picture

iryan wrote:
We sort of need an alignment midway between good and evil, which will attack and be attacked by both.

Still such behaviour needs to be scripted to some degree as otherwise it wouldn't mean anything to the player if it happens outside of their view -.

I call NPC's with such alignment "Ambient Attackable", and they come in aggressive and cautious variations. I made the Snapper in DS1 act close to my intended result for this alignment, but the player will face them and auto attack them if able. Snappers are tuned to be aggressive but disinterested, which only took drastically shortening their engage range. I haven't put together an exact profile for these kinds of mobs yet, but I like what you said about a proximity triggered alignment change, being central to how both aggressive and cautious Ambient Attackable mobs function. Like, aggressive attacks anything and cautious runs from and can be attacked by anything, but only within the player's actual view.

Wolves are a great example of what is possible with [mind] components in DS1, especially what was scripted into certain encounters. The "patrol" right after the burnt bridge, that waits for you to trigger some am-bushes before attacking... How they'll sometimes run and get more wolves and then come back... The behaviors are mostly scripted in the region that wolf was placed, but it seems the scripting could be referenced for broader template changes.

I'm building a lab in Siege Editor, and I intend to test DS1 and LoA AI to it's many breaking points there. I am realizing that what I want to see happen with Ehb isn't entirely possible without scripting, but often that scripting is already done, and something I changed is what breaks the originally intended encounter.

The holy grail, a world alive and lethal, where the inhabitants decide what you'll find, and the forces of nature are keening for your blood! Wink I know, right? If DS1 can support something like it, I'm likely to make the attempt.