NPC Spawns - Use the different Ai's we have

Started by Yalta, May 26, 2017, 09:17:42 AM

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Yalta

We have at present a neat Ai for the Dunwarren Rats which means these creatures behave in a variable way to differing levelled PC's. Attacking the "weak" and leaving the "strong" characters alone. We also have a neat Ai for Deep Grey Grubbers where they are set to hostile but only attack if you get too close...

​It has always jarred with me slightly that very low level creatures in the wilds will pointlessly throw themselves (attacking from half way across a map) against "strong" PC's to die swiftly.

Some wild creatures e.g. Cave Prowlers, wouldn't mindlessly attack that lvl 10 Sorcerer glowing with magic... where as they may attack that lvl 5 bard running about in tatty leathers...

In fact some creatures would (and should imo) actively flee from higher level PC's e.g. Cave Beetles, maybe even low level goblins? etc.

​At the very least some more would behave like Deep Grey Grubbers and only attack if you get close etc.

​So.

Can we use they more nuanced Ai scripts for some more creature spawns to enhance the ambient sense of a living environment, where more creatures are behaving in a "sensible" way.

​PS: Quite rightly many spawns are strong/crazy/super aggressive / stupid and should just attack anything that moves, they should be left as is.

zDark Shadowz

I know the hounds stopped bothering my barbarian Caraz after a while, but cats will be cats, always pouncing on your feet when you least expect it. Would be cool if dire moles and rock worms fled from people holding torches or something (light sensitivity and extremely flammable etc)