Underwater mobs spawning in NT
Finding wolves and skeletal raiders underwater off the coast of NT (Chaos)
http://istaria-guides.com/images/arc...1319233248.jpg
Re: Underwater mobs spawning in NT
Re: Underwater mobs spawning in NT
this is why no shipping exists - the dangers of the deep!
Re: Underwater mobs spawning in NT
They're not spawning under water. Thankfully.
So, the problem is that there's a few monsters (Skeleton Raiders being one) that are missing the AI code that makes them wander around the inside of their spawn region. You might notice that once they respawn, they just stand at their spawn point unless aggroed.
Once aggroed, the monster will chase its target indefinitely as the combat AI takes over position control -- until the target goes well out of range or logs out, at which point the combat AI deactivates and the monster will stop dead in its tracks. When someone comes along and attacks such a monster, the monster's combat AI will re-engage and it'll realize it's well outside of its home region.
At that point, the escape AI takes over position control, and makes the monster run away.
Normally, the wander AI should keep picking random places in the monster's home region for the monster to walk to, which will ultimately result in the monster wandering back into its home region after the combat AI or escape AI deactivates.
Now that we understand the problem, Amon has been hard at work finding the other monsters missing their wander AI, so hopefully this will all be fixed soon.
Re: Underwater mobs spawning in NT
Thank you for explaining, Steelclaw, and I'm glad the problem was finally figured out! Now that we know what's going on it's perfectly logical.
...not to imply I don't burst into baffled laughter when I send underwater skeletons home by setting them on fire. This game is amazing.
Re: Underwater mobs spawning in NT
Quote:
Originally Posted by
Thicklesip
Thank you for explaining, Steelclaw, and I'm glad the problem was finally figured out! Now that we know what's going on it's perfectly logical.
...not to imply I don't burst into baffled laughter when I send underwater skeletons home by setting them on fire. This game is amazing.
Breathing fire underwater?? *goes cross eyed*
Re: Underwater mobs spawning in NT
Quote:
Originally Posted by
Steelclaw
They're not spawning under water. Thankfully.
So, the problem is that there's a few monsters (Skeleton Raiders being one) that are missing the AI code that makes them wander around the inside of their spawn region. You might notice that once they respawn, they just stand at their spawn point unless aggroed.
Once aggroed, the monster will chase its target indefinitely as the combat AI takes over position control -- until the target goes well out of range or logs out, at which point the combat AI deactivates and the monster will stop dead in its tracks. When someone comes along and attacks such a monster, the monster's combat AI will re-engage and it'll realize it's well outside of its home region.
At that point, the escape AI takes over position control, and makes the monster run away.
Normally, the wander AI should keep picking random places in the monster's home region for the monster to walk to, which will ultimately result in the monster wandering back into its home region after the combat AI or escape AI deactivates.
Now that we understand the problem, Amon has been hard at work finding the other monsters missing their wander AI, so hopefully this will all be fixed soon.
wonders if it has any thing to do with this
CHANGE:
- Increased the maximum wander time of the AI to allow for more flexibility between movement choices.
maybe they have too much movement flexibilty :)
Re: Underwater mobs spawning in NT
Quote:
Originally Posted by
Gimbold
wonders if it has any thing to do with this
CHANGE:
- Increased the maximum wander time of the AI to allow for more flexibility between movement choices.
maybe they have too much movement flexibilty :)
No, it doesn't.
Re: Underwater mobs spawning in NT
is this the same reason that wisps no longer move about on their wispy way? I remember when you had to follow them around a bit before you started harvesting essence from them but now, they seem like they are tired of moving and truly want you to siphon their essence off so they can be less heavy or something. :D
Re: Underwater mobs spawning in NT
I am guessing it is since the pale wisps that used to be there too have vanished.
Re: Underwater mobs spawning in NT
Quote:
Originally Posted by
Fratricide
is this the same reason that wisps no longer move about on their wispy way? I remember when you had to follow them around a bit before you started harvesting essence from them but now, they seem like they are tired of moving and truly want you to siphon their essence off so they can be less heavy or something. :D
Not really. The devs made the wisps stop moving some time back for no readily apparent reason.
Re: Underwater mobs spawning in NT
If that's the case then what has happened to the Pale Wisps that used to be there?
Re: Underwater mobs spawning in NT
Quote:
Originally Posted by
Shadowedraven
If that's the case then what has happened to the Pale Wisps that used to be there?
If you're thinking New Tris, there are no Pales on New Tris. There are a couple Dims there still (I think) but no Pales. Pales are T2, so either Wisp Isle or the Dal Peninsula somewhere (not sure where anymore).
Re: Underwater mobs spawning in NT
Quote:
Originally Posted by
walkerglassmire
Not really. The devs made the wisps stop moving some time back for no readily apparent reason.
Actually they made them stop because when the wisps moved, they did not always stop right away (or at all) when someone started harvesting from them.
Re: Underwater mobs spawning in NT
Quote:
Originally Posted by
Theramin
Actually they made them stop because when the wisps moved, they did not always stop right away (or at all) when someone started harvesting from them.
Had been happening since before I had started playing, which has been a long time indeed. I stand by my comment, and release the thread hijack as moot.
Just be careful to not breath lightening underwater. Is zappy. :p