Register now to Crestfall Gaming. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.
Search the Community: Showing results for tags 'ai'.
Found 1 result
I have a couple concerns regarding mob AI, based on what I've observed on other projects. Hopefully they will be addressed here. The aim of this thread is for these flaws to be brought to the developers' attention, in case they haven't already been. • Mobs with AoE spells tend to cast em without performing a check for enemy units within range first. You will often see mobs airballing thunderclaps of AoE fears right as they're pulled from a distance. I'm pretty sure a substantial amount of creatures inherit a class that contains this AI flaw. • Spellcaster type mobs weave auto-attacks in between their spells. This makes them deal way more damage than expected, especially when it comes to elite mobs. • There is no spell queueing system for mobs, rather, they will cast solely based on timers and triggers. The result of this is that you will often see an enemy interrupt his current cast and begin a new one, because he hit the 50% hp mark, for instance. PvE creatures should always finish the cast they've got lined up before starting a new one.