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IDProjectCategoryLast Update
0003897Valley 1Programming TodoSep 22, 2011 4:07 pm
ReporterChris_McElligottPark Assigned Totigersfan  
Status resolvedResolutionfixed 
Fixed in Version0.421 
Summary0003897: Skelebot Microbosses fleeing the character?
DescriptionKeith reports this, but I don't have a save handy to be able to duplicate it. Can you see if you can cook up a save for this, Josh?
TagsNo tags attached.
Internal WeightFix Before Major Release

Activities

keith.lamothe

Sep 22, 2011 3:15 pm

administrator   ~0013337

The skelebot snipers do this. The melee skelebots do not. The giant skelebot miniboss doesn't seem to flee per se but does seem to wander without a particular care of whether it will let them keep shooting at the player.

Chris_McElligottPark

Sep 22, 2011 3:18 pm

administrator   ~0013338

Sorry, I meant to clarify on the snipers.

And yes, the giant skelebots are intended to wander without a care for the player, because they're intended to only be used in certain circumstances -- they nor the giant amoebas would make a good part of a rampaging party. Actually, neither would the dragons, for that matter. ALL the microbosses except for the shadow bats (which should only ever be used underground) are actually non-pursuing. This is a key part of how they normally act in a boss battle, but it makes them bad for the microboss situation.

tigersfan

Sep 22, 2011 3:18 pm

reporter   ~0013339

I can confirm what he says about the normal skelebot minibosses, they seem to walk around as they want regardless of what you do. I'll see if I can find a skelebot sniper. What level do they start on?

Chris_McElligottPark

Sep 22, 2011 3:19 pm

administrator   ~0013340

Actually, I just found the bug with the snipers, so false alarm on that. Though I've not tested it, given I don't have a test case yet.

Chris_McElligottPark

Sep 22, 2011 3:20 pm

administrator   ~0013341

The snipers get common on level 6.

keith.lamothe

Sep 22, 2011 3:20 pm

administrator   ~0013342

When I was testing the deposit guards for the miniboss it picked a Crippled Dragon and stuck him at the bottom of some surface caves. Absolutely Brutal ;)

Eventually I burned through his unending flame spawns and his HP via a constant stream of Tidal Pulse and frequent retreats to deplete my hp and mp recovery items.

An experience worth keeping around, I'd say ;)

Chris_McElligottPark

Sep 22, 2011 3:22 pm

administrator   ~0013343

Sure, I think that's valid. But we're going to have to do... something. Or else just accept that the minibosses are going to not chase you here. Unless we defined those as being microbosses in this situation, and had it switch AI logic for certain AI types when the enemy is a microboss...

And actually, that would work.

keith.lamothe

Sep 22, 2011 3:24 pm

administrator   ~0013344

I don't think the minibosses wandering is a huge problem; the skelebot sniper microbosses actively running to the other end of the chunk is a problem.

But if there were some flag or whatever to make the minibosses be more aggressive in a surface battle that wouldn't be a bad thing. Or for some give them a 50% chance to be intentionally seeded in the surface caves if there are any, that would be "fun" ;)

keith.lamothe

Sep 22, 2011 3:25 pm

administrator   ~0013345

And would making the miniboss types act like microbossses in that situation also drop their stats to microboss levels? I'd prefer to keep their stats up, though obviously balance is an ongoing effort anyway.

tigersfan

Sep 22, 2011 3:32 pm

reporter   ~0013347

Chris, do you want a test case for this?

Chris_McElligottPark

Sep 22, 2011 3:33 pm

administrator   ~0013348

Just in:

* Put in logic that changes the behaviors of microbosses to be more aggressive when normally they would not (such as rhinos directly chasing you now, etc).
** Also put in logic to make the behaviors of microbosses that are part of a resource deposit guard contingent act like the more-aggressive microbosses while still maintaining their miniboss stats.


In terms of a test case, let me get you an internal build that will let you test it, and if there's still a problem I'd like a test case. :)

Chris_McElligottPark

Sep 22, 2011 3:35 pm

administrator   ~0013350

New compiled version 2410, Josh -- I've not tested this at all, but the logic I added was pretty simple so hopefully it didn't munge stuff up too much. ;)

keith.lamothe

Sep 22, 2011 3:36 pm

administrator   ~0013351

I can forsee the bug report now: "Well, the doctors tell me that rhino broke my spine in about 47 different places. Does that qualify as a bug?"

Chris_McElligottPark

Sep 22, 2011 3:38 pm

administrator   ~0013354

"And it just kept running over me, over and over again!"

tigersfan

Sep 22, 2011 3:44 pm

reporter   ~0013357

The snipers still run from the player. I'll post the save. Go into the region I'm standing on, in there is a sniper microboss, as soon as you cancel the new area protection, he will run away (after he fires a shot).

keith.lamothe

Sep 22, 2011 3:46 pm

administrator   ~0013358

Haven't checked that save, but it's normal for them to run to some degree, the issue is when they run way beyond their effective range; all the way to the other end of the chunk even if not pursued in the cases I've seen.

Chris_McElligottPark

Sep 22, 2011 3:47 pm

administrator   ~0013359

Right -- they should stay just at the range of their ability to attack, but should not flee beyond that if you don't run after them. If you chase them, they should still turn and run.

tigersfan

Sep 22, 2011 3:50 pm

reporter   ~0013361

Ahh, sorry. Ok then, we're good.

Chris_McElligottPark

Sep 22, 2011 3:51 pm

administrator   ~0013362

No worries -- and excellent!

c4sc4

Sep 22, 2011 3:52 pm

reporter   ~0013364

Rhinos don't seem to make the best microbosses either since they don't chase the character.

Chris_McElligottPark

Sep 22, 2011 3:55 pm

administrator   ~0013365

They will as of the next build, see above. :)

c4sc4

Sep 22, 2011 4:04 pm

reporter   ~0013367

Huh, missed that. Alright then.

Chris_McElligottPark

Sep 22, 2011 4:07 pm

administrator   ~0013368

Should be interesting!

Issue History

Date Modified Username Field Change
Sep 22, 2011 3:12 pm Chris_McElligottPark New Issue
Sep 22, 2011 3:12 pm Chris_McElligottPark Status new => assigned
Sep 22, 2011 3:12 pm Chris_McElligottPark Assigned To => tigersfan
Sep 22, 2011 3:15 pm keith.lamothe Note Added: 0013337
Sep 22, 2011 3:18 pm Chris_McElligottPark Note Added: 0013338
Sep 22, 2011 3:18 pm tigersfan Note Added: 0013339
Sep 22, 2011 3:19 pm Chris_McElligottPark Note Added: 0013340
Sep 22, 2011 3:19 pm Chris_McElligottPark Status assigned => resolved
Sep 22, 2011 3:19 pm Chris_McElligottPark Fixed in Version => 0.421
Sep 22, 2011 3:19 pm Chris_McElligottPark Resolution open => fixed
Sep 22, 2011 3:20 pm Chris_McElligottPark Note Added: 0013341
Sep 22, 2011 3:20 pm keith.lamothe Note Added: 0013342
Sep 22, 2011 3:22 pm Chris_McElligottPark Note Added: 0013343
Sep 22, 2011 3:24 pm keith.lamothe Note Added: 0013344
Sep 22, 2011 3:25 pm keith.lamothe Note Added: 0013345
Sep 22, 2011 3:32 pm tigersfan Note Added: 0013347
Sep 22, 2011 3:33 pm Chris_McElligottPark Note Added: 0013348
Sep 22, 2011 3:35 pm Chris_McElligottPark Note Added: 0013350
Sep 22, 2011 3:36 pm keith.lamothe Note Added: 0013351
Sep 22, 2011 3:38 pm Chris_McElligottPark Note Added: 0013354
Sep 22, 2011 3:44 pm tigersfan Note Added: 0013357
Sep 22, 2011 3:45 pm tigersfan File Added: Sniper Microboss.zip
Sep 22, 2011 3:46 pm keith.lamothe Note Added: 0013358
Sep 22, 2011 3:47 pm Chris_McElligottPark Note Added: 0013359
Sep 22, 2011 3:50 pm tigersfan Note Added: 0013361
Sep 22, 2011 3:51 pm Chris_McElligottPark Note Added: 0013362
Sep 22, 2011 3:51 pm Chris_McElligottPark File Deleted: Sniper Microboss.zip
Sep 22, 2011 3:52 pm c4sc4 Note Added: 0013364
Sep 22, 2011 3:55 pm Chris_McElligottPark Note Added: 0013365
Sep 22, 2011 4:04 pm c4sc4 Note Added: 0013367
Sep 22, 2011 4:07 pm Chris_McElligottPark Note Added: 0013368