Improved AI

Praise and Honey Cookies from Players for Players, and Chocolate Cookies for the Devs

Moderator: Forum Moderators

Post Reply
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 1474
Joined: Tue Sep 09, 2014 7:13 pm

Improved AI

Post by Irongron » Sun Sep 10, 2017 11:18 am

I can't easily express just how grateful I am for this latest update. AI has been a major issue with Arelith for me as long as I can remember.

Recently I gained a tool to set up patrols for certain creatures, and have gradually been rolling that out in places like the Lowedark, but what we've seen today is a much larger step in bringing the Arelith experience into the 21st century (because NPC behaviour really was on par with games from the 80s)

No matter what improvements we made elsewhere, poor AI just made the game feel predictable and all too easy. While I hope to see more of such things soon this is a fantastic start.

Properly thrilled about this update, it had been bubbling away in Arelith secret underground lab for some time, and I'm really excited to see it finally live.

Well done Mithreas!

User avatar
Tyrantos
Posts: 323
Joined: Mon Sep 08, 2014 9:24 am
Location: Sweden

Re: Improved AI

Post by Tyrantos » Sun Sep 10, 2017 11:32 am

Thank you. Thank you. I love this.
Stath wrote:Sharos is bald and has tattoos, 10/10 would wife.

User avatar
Pavor Nocturnus
Posts: 65
Joined: Sun Jul 23, 2017 6:47 pm

Re: Improved AI

Post by Pavor Nocturnus » Sun Sep 10, 2017 1:45 pm

Finally, the luring issue has been fixed. It looked so stupid. Thank you so much.
here
here
up here kane
Kane
up here
Kane morris

Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 1474
Joined: Tue Sep 09, 2014 7:13 pm

Re: Improved AI

Post by Irongron » Sun Sep 10, 2017 1:54 pm

Ending luring is great, but I'm extremely pleased it has been done in a thoughtful way, rather than a blanket removal of the system.

The other aspects of this change are also significant though, such as stopping NPCs failing to act, or sitting down mid-fight. The switch to detect mode is also excellent!

User avatar
Dunshine
Community Manager
Community Manager
Posts: 978
Joined: Mon Sep 08, 2014 9:24 am
Location: 51° 38′ NB, 4° 53′ OL

Re: Improved AI

Post by Dunshine » Sun Sep 10, 2017 1:54 pm

Neat work!

User avatar
Borin Drakkmurl
Posts: 106
Joined: Wed Oct 28, 2015 1:07 am

Re: Improved AI

Post by Borin Drakkmurl » Sun Sep 10, 2017 2:15 pm

You mean to say I can no longer fill an orc's skull with twenty five flaming arrows while his friends watch in drooling apathy?

How dare you!


(This is awesome)

Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 1474
Joined: Tue Sep 09, 2014 7:13 pm

Re: Improved AI

Post by Irongron » Sun Sep 10, 2017 2:18 pm

Borin Drakkmurl wrote:You mean to say I can no longer fill an orc's skull with twenty five flaming arrows while his friends watch in drooling apathy?

How dare you!


(This is awesome)
Orcs are pretty dumb, and not exactly known for their empathy. Likely the majority still wouldn't do anything.

I love the fact that we can design intelligent mobs that work in a more organised fashion. I think its now even less wise to tackle illithids and beholders...

User avatar
Borin Drakkmurl
Posts: 106
Joined: Wed Oct 28, 2015 1:07 am

Re: Improved AI

Post by Borin Drakkmurl » Sun Sep 10, 2017 2:30 pm

Irongron wrote:
Borin Drakkmurl wrote:You mean to say I can no longer fill an orc's skull with twenty five flaming arrows while his friends watch in drooling apathy?

How dare you!


(This is awesome)
Orcs are pretty dumb, and not exactly known for their empathy. Likely the majority still wouldn't do anything.

I love the fact that we can design intelligent mobs that work in a more organised fashion. I think its now even less wise to tackle illithids and beholders...
Yes!

But even a herd of deer runs away if one of them is hit by so much as a rock. Having a chance of some reaction now is awesome.

(...this gave me an idea for a possible suggestion. If the monsters fail some manner of check against whatever it is that just killed/hurt one of their own..they'd flee.)


Anyway, kudos. Awesome update.

Orian_666
Posts: 314
Joined: Sat Aug 15, 2015 6:29 pm
Location: Ireland

Re: Improved AI

Post by Orian_666 » Sun Sep 10, 2017 3:11 pm

It really great to see this change.
I havent been in game to see it in action yet but reading the update I really like it, anything that will make fighting a bit more tactically and aware is always good. Kudos Mith (and team?) for the fixes =D
Get Paddy's Portrait Here

User avatar
Bran Bree
Posts: 44
Joined: Sun Sep 21, 2014 6:25 pm
Location: GMT-5

Re: Improved AI

Post by Bran Bree » Sun Sep 10, 2017 6:49 pm

+5
I think I might have gotten a taste of this today while traveling alone on the road, and encountering a mob. The unexpectedly sentient monsters figured out who was causing their allies to drop asleep, turned from fighting my elemental, and I found myself running for my life. Which sent me straight to the fugue plane. And rightly so, given the odds realistically.
Didn't understand at the time, but now I know there's an update, I think this is super awesome! :D

User avatar
Arise_Gargantua
Posts: 128
Joined: Mon Sep 08, 2014 4:57 pm
Location: Cambridge

Re: Improved AI

Post by Arise_Gargantua » Sun Sep 10, 2017 7:09 pm

This is making it harder to solo... but not impossible. It means as a Ranger I always have to have a summon and a companion, and be quick on the ball with animal empathy when the attack dogs come. Fights got a lot more interesting and feel a lot more realistic. Love it.
Song of my soul, my voice is dead, die thou, unsung, as tears unshed shall dry and die in Lost Carcosa

3d6InOrder
Posts: 25
Joined: Sun Sep 10, 2017 3:23 pm
Location: London, England

Re: Improved AI

Post by 3d6InOrder » Sun Sep 10, 2017 7:29 pm

I'm going to say this (and not my incompetence) is why I've died twice today. But it's great! Stalking / hunting is now - suddenly - infinitely more tactical.

Thank you!

User avatar
Mithreas
Arelith Admin (Fixed Level)
Arelith Admin (Fixed Level)
Posts: 2478
Joined: Sat Sep 06, 2014 3:09 am

Re: Improved AI

Post by Mithreas » Sun Sep 10, 2017 11:56 pm

3d6InOrder wrote:I'm going to say this (and not my incompetence) is why I've died twice today.
To be fair, I have always enjoyed killing PCs. This sort of update lets me do it on a grand scale... :mrgreen:
xkcd.com is best viewed with Netscape Navigator 4.0 or below on a Pentium 3±1 emulated in Javascript on an Apple IIGS at a screen resolution of 1024x1.For security reasons, please leave caps lock on while browsing.

Intrepid42
Arelith Platinum Supporter
Arelith Platinum Supporter
Posts: 62
Joined: Fri Mar 24, 2017 8:07 am

Re: Improved AI

Post by Intrepid42 » Mon Sep 11, 2017 2:20 am

Yes, well done. I have already noticed how the creatures are more likely to gang up me. Which is eminently sensible of them. It really helps me suspend disbelief and create a sense that this imaginary world is alive.

nobs3
Arelith Silver Supporter
Arelith Silver Supporter
Posts: 325
Joined: Tue Sep 23, 2014 9:17 pm

Re: Improved AI

Post by nobs3 » Mon Sep 11, 2017 5:56 pm

Irongron wrote:Ending luring is great, but I'm extremely pleased it has been done in a thoughtful way, rather than a blanket removal of the system.
I agree completely! Smart change!
Irongron wrote:I think its now even less wise to tackle illithids and beholders...
I had some great fun with cloakers...

CoastalSurf
Posts: 271
Joined: Tue Mar 10, 2015 7:06 pm

Re: Improved AI

Post by CoastalSurf » Tue Sep 12, 2017 3:13 pm

FURTHER AI IMPROVEMENT

Certain NPC hostile rogues may now sometimes lay traps against PCs. This will not be the case with low CR (Starter Level) hostiles.

This has been greatly amusing

DMTemplate
Dungeon Master
Dungeon Master
Posts: 528
Joined: Mon Dec 28, 2015 4:47 am

Re: Improved AI

Post by DMTemplate » Tue Sep 12, 2017 3:22 pm

Mithreas wrote:To be fair, I have always enjoyed killing PCs. This sort of update lets me do it on a grand scale... :mrgreen:
I'll miss those good old days when the DM's would give NPC's just enough smarts to wipe out a whole party. ;) We are now made obsolete.

User avatar
Ambigue
Posts: 411
Joined: Fri Feb 26, 2016 7:02 am
Location: Elsewhere.

Re: Improved AI

Post by Ambigue » Tue Sep 12, 2017 5:42 pm

Not sure if it's supposed to have been addressed in the update or if it's intentional, but the hobgoblins in the Bramble Wood will still routinely spend a round doing nothing. Their stance is neutral, so that would seem to imply that they're not simply re-targeting their attacks.

Otherwise, it's been pretty interesting! Definitely like it.

Xantor_Stromgate
Arelith Supporter
Arelith Supporter
Posts: 102
Joined: Mon Sep 29, 2014 2:30 am
Location: will not be displayed openly ...

Re: Improved AI

Post by Xantor_Stromgate » Wed Sep 13, 2017 4:30 pm

Oh. God. YES!!!!

Enemies with and INT greater than 3!? Yes, please! Settin' traps? Check! Resources drying up and new ones unearthed on the norm? You got it! You can now have the option of creating a character simply for crafting and gain levels? Uh-huh-HUH soul sister!!!

Finally, no more Drow Matrons with a supposed WIS of 18-21 saying, "You hear that? I'm gonna go over in that dark tunnel where no one can see me. You all stay here and if you hear or see anything, just stand there and do absolutely nothing. Especially if shot by an arrow."

X
"It's time again - sexy elven fun time" - Mithreas (edited by Xantor)

ROGUE UPDATE ... Correct.

User avatar
Iceborn
Posts: 2695
Joined: Thu Jun 11, 2015 2:31 am
Location: Dancing on the line between sarcasm and irony

Re: Improved AI

Post by Iceborn » Wed Sep 13, 2017 5:54 pm

A new era is upon us.
REJOICE.
Misc Changes, with the Feats and Skills sublinks.
Available races
Spell Changes
Class Mechanics
Command Guide

Take a look before asking your questions!

Post Reply