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Monster AI when low.

Posted: October 4th, 2016, 1:25 am
by Loler
Currently on Demise monsters run away after they get to a certain % (20 i believe)

However on osi the only monsters that would run away were Orc scouts everything else stood its ground until death.

Re: Monster AI when low.

Posted: November 11th, 2016, 8:02 am
by Loler
Monthly reminder. If anyone wants to do the research on this it would be great.

Re: Monster AI when low.

Posted: March 3rd, 2017, 12:27 pm
by The Silvertiger
Bump

Things which must be fixed

Posted: March 14th, 2017, 1:16 pm
by Necrodog
Loler wrote:i will repost this exact post every 3 days for the next 9 months.

Monsters are not supposed to flee when under 16% like they do on demise this is not osi accurate.

swing rate is based off your last weapon you swung at the moment of the swing disarming your weapon and rearming it or another weapon should not reset your swing based on the new weapon or at all this is not osi accurate.

seeing as many people have legendary looters from easyuo or cracked uosteam profiles that allow auto looter to work but show as disabled, Auto looter should be enabled insteam. i heard auto loot was disabled for pvp purposes but with easyuo you can still auto loot pvp items. add steam auto looter its cleaner and some people still have access if they have cracked version.

re-add killer property to work vs named ml monsters. this is not osi accurate and is not fair. protection still work killer should too.

when baracoon transform into rat he is supposed to be vulnerable to repond slayer. this not like this on this server. it is not osi accurate. he also supposed to transform into rat at start almost and stay rat form as long as you would stay rat when he polymorph you.

archer type monsters are supposed to run to their agressor. so centaur and ratman should walk to player not stand still. this is not osi accurate.

trap boxes when turned a certain way and trapped with low tinker skill should only do 8 damage and have infinite charges this is not like this on demise. this is not osi accurate.

add counter attack to the icon bar.

there is no wind immunity on osi. this is not osi accurate and should be changed we are an osi clone.

OSI removed the requirements of needing tactics to use a special, it is not like that here and you are still required to have tactics to use a special. This needs to be changed.

Faction artifacts still do not exist here, this is not OSI accurate and should be changed. (however if added remove the point system behind it or you will have many people just farming their own characters for points)

Word of death is supposed to do true damage and should be effected by spell damage. Currently it is not osi accurate as it does random damage and not effected by spell damage.

i will add to this as i find more things that need to change.

Re: Things which must be fixed

Posted: March 21st, 2017, 7:57 pm
by Necrodog
Bump

Re: Monster AI when low.

Posted: May 13th, 2017, 4:03 pm
by Eos
Cross-post from here:
Eos wrote:
Loler wrote:Monsters are not supposed to flee when under 16% like they do on demise this is not osi accurate.
Monsters definitely do flee on OSI. Though, it does seem like when a monster is attacked, it will not flee for 5-20 seconds to defend itself. This makes fleeing less apparent. If you stop attacking a monster when it's low health on OSI, it will flee just like it would here. The exact mechanics require further analysis.

Re: Monster AI when low.

Posted: May 16th, 2017, 8:55 pm
by The Silvertiger
Looking forward to the further analysis. ;)

Re: Monster AI when low.

Posted: May 25th, 2017, 7:53 am
by Drak'in
Given I have not played osi in years ;
I am pretty sure what causes this is stamina. Monsters on osi get their stamina taken away when their hp is very low [similar to how it works here for players - low hp = harder to run]. It creates the appearance that they dont move very fast when running, or just stand still until you last hit them. In reality they do attempt to run one tile at a time, as they regen stamina.

Re: Monster AI when low.

Posted: May 25th, 2017, 3:46 pm
by The Silvertiger
Eos, until I can get my osi running again, the best thing I can say for testing this is animal lore the creature at different hp levels.

Re: Monster AI when low.

Posted: May 25th, 2017, 7:23 pm
by Made In Quebec
Loler wrote:Currently on Demise monsters run away after they get to a certain % (20 i believe)
Funny, it seems like it could also be applied to PVP
Nobody wrote:Currently on Demise PVP'ers run away after they get to a certain % (20 i believe)

Re: Monster AI when low.

Posted: May 26th, 2017, 2:05 am
by The Silvertiger
Made In Quebec wrote:
Loler wrote:Currently on Demise monsters run away after they get to a certain % (20 i believe)
Funny, it seems like it could also be applied to PVP
Nobody wrote:Currently on Demise PVP'ers run away after they get to a certain % (20 i believe)
50% ;)

Re: Monster AI when low.

Posted: October 14th, 2017, 5:18 am
by Loler
https://youtu.be/99EX7zboWN0?t=5m4s

notice the rotting corpses not running in this clip. like ive been saying for 2 years. fix monster flee please.

Re: Monster AI when low.

Posted: October 14th, 2017, 3:32 pm
by The Silvertiger
There's a lot of monster ai that is different in that video.

Re: Monster AI when low.

Posted: October 14th, 2017, 11:57 pm
by Loler
please name them lets get them fixed. I was mostly talking about how monsters dont flee and using a high health non casting monster to show this. you can also see the lichlords not running either which is a medium hp caster mob that runs on demise.

Re: Monster AI when low.

Posted: October 20th, 2017, 12:52 am
by Loler
Bumo