View Full Version : 1.65 Observations...
After playing with last night with the new patch, I noticed a few little 'suprises' with some of the monsters A.I. and a few new tricks some of them have learned etc.
Is this something that has been added, or was it a bug with 1.64 that has suddenly started working now with 1.65?
Not posting too many spoilers, but for instance a certain type of Shamen will now actually cast a couple of spells, whereas before they never cast a thing, they would just run up and hit you?
Anyway, nice one either way, got a few shocks last night from quite a few situations :)
Wreck
Yeah those little changes made our visit to Moria very very interesting, all sorts of odd things happening.
My guess was it was 1.65, whatever it was - all for the good methinks.
Not really realted but may as well go here....
I think I also set a record for 'failing on a 1' last night as well, I got and I sware this is not made up....
I was fighting a load of 'effortless' spiders (they needed 20's to hit, I could kill them in 1 or two hits easily so they went down damn quick).
In 3 small groups I got hit 7 times and falied my posion check 5 of those by rolling a 1 (the only way I could fail).
Heh, just lucky I guess :P
Biowares previous so called 'patch' fixed a few things, but buggered up a lot of perfectly good AI, particularly for spell casters.
They seemed to have fixed it up now.
It must have been Wrecks night for '1's' and my night for '20's'. In one fight in Moria I hit 9 crits in a row, considering I only have a battle axe and no 'keen' or 'improved crit' abilities/properties this means that for I rolled a minimum of 9 20's in 18 rolls (original crit roll a 20, then threat range roll afterwards). Never happens when I'm fighting somthing really tough though.
Coldbayne
05-01-2005, 23:54
Out of curiousity, has anyone noticed increased monster stacking, ie when several monsters seem to inhabit the same spot. This seems to be far more prevalent under 1.65 for some reason?
DM_Longbeard
06-01-2005, 00:44
Yes and it is a pain in the arse.. happens to pc's too... end up with everything in the same damn spot then one moves to get an attack and before you know it out flies about 50 AOP's (attack of opportunity)
Bio have fixed some needed things but buggered something else up in the process.. now why is that no suprise... so we have to wait for 'another' patch to fix the bugs they just introduced...
GRRRR... Sort your **** out Bioware....
If it goes to vote... i would vote to revert to 1.64...
LB
Argon Balros
06-01-2005, 00:50
perhaps next time a new patch come out some testing should be done before the server updates
DM_Olórin
06-01-2005, 00:54
well volunteered that man :)
Argon Balros
06-01-2005, 00:58
eer well, updates for mac come out late. but if no one else volunteers i guess i could.
Barking_Mad
06-01-2005, 03:21
posted this before, but its funny..
Clicky (http://www.aovc12.dsl.pipex.com/images/problem.jpg)
That was back before an early patch i think, a problem with power attacks heh.
Much as the characters/NPC's stacking can be a pain in the proverbial, the improved AI on NPC magic users is almost worth the bother.
DM_Olórin
06-01-2005, 12:19
It is a tad disturbing that when you approach another character to barter or heal them, you do appear to be attempting to feel them up. The aforementioned AOOs are a pain, especially with a larger character when you end up almost on top of enemies and you get nudged about and lose your target for some reason and have a devil of a time reacquiring it because they all bunch together.
It would be a shame to lose the improved AI, I agree, but if it came to a vote I think id say 1.64 too. :(
I think that Bioware have reduced the collision detection radius to next to nowt and now you can run through people as well. The pathing may be simpler but it looks wrong and combat can be a right pain. That will aso be the reason why you end up on top of each other all the time (apart from good natured larks and tom-foolery) :P
I think its the 'friendly' collision detection radius which has been reduced. I've noticed you can't run through your opponents, only your friends, and likewise the enemy don'y run through you, only each other.
DM_Olórin
06-01-2005, 13:48
i suspect that the collision detection would be the same for all, i cant imagine that Bioware would go to the needless pain of writing the same code twice with all the inherant dangers that that presents. After all you can target anyone in the game, so everyone is a potential friend or enemy dependnt upon which user defined faction they belong to. Tell you the truth Ive seen a large orc trying to hit enemies that were more or less inside him. Imagine. Thats not friendly, or is it? :(
Barking_Mad
06-01-2005, 20:50
Theres a server setting or 2da/script switch you can use to prevent the collision detection, its also something that happens alot (lack of collision detection) under high server load.
The game sacrifices collision detection & pathfinding for other processes, maybe with 1.65 they have lowered the level at which this happens to optimise the game and prevent server crashes, or theres some other module bug. Ive come accross it before on the bioware boards, but cant remember the details.
EDIT: I did a scripted battle scene a while ago with ~40 Orcs vs 40 elves/humans and a castle wall. I managed to script them to move in formations and attack etc, but found it very laggy. I had to force them all to ignore collisions and stay in formation just to get that many working on screen at the same time :P
Was fun, but a waste of time :)
Blackwind
07-01-2005, 13:11
heh i think you showed me the orc line up. About 7 too 10 rows of the buggers walking :}
Coldbayne
22-01-2005, 14:12
As I posted earlier about collision detection he's a follow up from official forum boards:
We have found and fixed the problem that was causing the "stacking" issue.
As it turns out, the problem exists in 1.64 and was not introduced in 1.65.
Big thanks goes out to the community for helping us out on this one. With that custom module it allowed us to test and determine that the bug existed before 1.65 which then allowed us to find it. I should be able to give you all more details next week (if you want), but this issue will be resolved in the upcoming 1.66 update to NWN, due some time in February.
_________________
Derek French
Technical Producer
Live Team
"Its time to get your RPG on."
Powered by vBulletin™ Version 4.0.2 Copyright © 2010 vBulletin Solutions, Inc. All rights reserved.