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Originally Posted by Clord
I wonder how many knew that monsters chase you only forever when they are activated spell against your henchmen/hero and he teleport to you alive when your party get resurrected.
Cynn survive enough long that resurrection take place when 7 other party members are "knocked out".
Monster want to use spell against Cynn but suddenly Cynn is teleported to Resurrection Shrine.
Entire monster group now want chase your party because one from their monsters want use spell against Cynn.
Problem comes that they chase your party forever when they activate spell/skill but not yet reached their target and casted it.
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One Word.....WRONG! This is not the only instance of a monster chasing you an obscene distance. Any aggro can result in this sudden lock on your party that causes them to chase you from one end of a zone to another, literally. The thing is it is inconsistent with little or no behavioral trigger to constitute the chase. This would indicate a bug, a random occurence caused by conflicting instructions within the AI script. You likely have to met two or more completely seperate criteria in the AI script for it to happen but since we don't know what behaviors are coded into the script there is no way to tell.
The chase is not the only thing that is goony about the AI. Not only will monsters chase you they will also run from you to the other end of the zone even if you don't give chase. Monks will frequently charge your group during the initial aggro. The entire AI is just buggy as hell. They say that it reacts no differently than the original Prophecies script, except in regard to AoE damage. I have a hard time believing this though. Never once in prophecies, or factions for that matter, have I ever seen AI react in such a bizarre manner. I hope they figure it out soon. I know that they have a lot on their plate and the AI is going to be a lot of code to review.