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Post by mcbutcher on Apr 14, 2019 6:41:40 GMT
Correctomondo not death immune.
Had no real issue with ca'dish with a level 26 caster with SR up on myself and summon.
Still having issues with summons though, they just stand there dumb sometimes taking a beating and not fighting back.
Sometimes they might attack an enemy for a round and stop too.
Other weird stuff going on, it reminds me of before Dirion fixed the commands so is it possible that it changed with the upgrade to summons?
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Post by Findell on Apr 14, 2019 7:22:58 GMT
wail of the banshee is unsomming/killing the elementals, not sure if that counts. Make them drink death ward or ss pots
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Post by Findell on Apr 14, 2019 7:24:01 GMT
Still having issues with summons though, they just stand there dumb sometimes taking a beating and not fighting back. have you tried not giving them ii ?
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Post by mcbutcher on Apr 14, 2019 7:33:56 GMT
Still having issues with summons though, they just stand there dumb sometimes taking a beating and not fighting back. have you tried not giving them ii ? Nope. Does ii bug them? Never noticed that before the change.
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Post by chreelister on Apr 14, 2019 12:33:28 GMT
I didn't change anything AI related. All I did, did the same thing with the PM and BG summons, is copy and paste, when I made the 2 new Elementals. So every Elemental, has the same set of AI or code it had before any changes were made.
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Post by Jonales on Apr 14, 2019 16:54:20 GMT
Well, there's issues with AI possibly. I can confirm I think there are some issues with the AI when I did the blackguard forgie summons, there are a few with the giant sometimes, but it was mostly with the 2 before the regular forgie and overseer. I think there's also an issue with the summoned Rahs where if you invisibility it it does not attack unless revealed or already attacking. Possibly likewise for the summoned ape. The nameless seems to work fine afaik. The most immediate best thing to do I think would be for people to name which summons they think seem to work best, and to have Chree compare the AI with the highest level summons first and see if they match up. Like I said, I know the Rahs has the invisibility defect. If they match up, then it requires a more intensive scrutiny of the ai scripting and would take a bit more time. In the meantime, note for Chree which summons you find do the AI job well and maybe one day he can compare it and see if it fixes it with a simple switch or copy paste. Otherwise just be thankful in endgame they now have hp in the thousands lol.
For my contribution, the best AI I think seems to be the nameless.
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Post by chreelister on Apr 14, 2019 19:30:25 GMT
It is all 1 universal code. Meaning all summons have the same code, Nameless, Elementals, Apecraze, Forgie Overlords, etc. all use the same set of scripts. Now it could be, I know someone in the past complained about the Dragon Knight using Magic Missile, that the code looks at some certain type of feat or ability, and uses that instead of attacking, which is easily fixed by removing the ability or feat. Other than that, I would have to delve deeper in the code.
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Post by mcbutcher on Apr 14, 2019 19:38:50 GMT
Well they do use some feat/ability which was always the case. But there's definitely something up.
Today, when farming my ele summon I had set to follow while invising through a map then I told it to attack nearest. It ran to a far away enemy so I decided to allow it then instead of attacking it came back to a closer enemy to me, but it didn't attack. I told again to attack nearest and it ran back to the far away one and attacked.
Maybe invis/ii is the issue I will test more without it next time I'm on.
Not complaining by the way. Just mentioning. If it doesn't or can't be fixed it doesn't make me wanna stop playing, I'll just change strategies. But it definitely is different. Have been paying attention over the past couple weeks.
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Post by chreelister on Apr 14, 2019 23:53:35 GMT
Well, if it has some sort of stupid ability that is not really worth it having, that say a different summon doesn't have and that other summon works perfectly, we can easily get rid of it and see what happens. That is an easy fix. But saying it is something with the new summons or new stats, that complicates it and I am not sure where to look after that.
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Post by Jonales on Apr 15, 2019 0:17:49 GMT
I don't know if it might help but there's some different standard AI's I suppose from the regular npcs and other standard ones. If there's a 3t regular AI set that's always used maybe meanwhile a simple fix can be switching to a standard ai that seems to work with regular attacking or whatnot, but I have no idea if it's all the standard AI in toolset or if it's been modded or what the history has been.
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Post by chreelister on Apr 15, 2019 4:00:13 GMT
If I remember right, Scytale, wrote the existing universal custom 3T summon code in the early 2000s and it has been used ever since. I do remember Dirion tweaking it about 10 years ago and making it a little bit better, other than that, no other changes have been done to it, that I know of. The Bats from the PM, used to act stupid, and I took a look at those and found that they wasn't using this code, my guess is someone forgot to switch it out or when they was made, they forgot to use this one, so I switch it out and made them better.
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Post by Jonales on Apr 15, 2019 6:07:26 GMT
Well maybe if the elementals just need to attack they can use simple one IDK whatever summons cool thanks for improving ele swarm
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Post by jarrod on Nov 10, 2022 11:10:34 GMT
*% chance to up Random Drops, now persistent, just like the CR + is. They will go down, too when the CR + goes down. The CR + determines the time on the timer, so when its high, shorter time, low, longer time, no matter what this bonus is at. *Token Chance Bonus Drops, should be persistent for the day. Meaning if the server crashes mid-day, it should come back to what it was. If the server resets like normal it should reset itself back to 0.
*Complete overhaul and boosting of Animal Summons and Elemental Summons. They are now 7 Elemental Summons, compared to 5, that we once had. The point system has changed. Now it is 1 point for each spell caster class you are summoning from, 4 bonus points for being a Druid or a Cleric with Animal Domain (this was just 3), 1 for Conjuration Spell Focus, 1 for Greater Spell Focus Conjuration and 2 for the Epic Spell Focus. Plus, now the Spell Level is worth 4 points per level, instead of 3, minus 4, instead of 3. So now if you cast Summon IX, that is worth (9x4) -4, which is 32 points. Summon VIII is worth 28 points, Summon VII is 24 points, etc. Also you get a bonus, for being a player, this is to keep enemy spell casters from getting top end summons, that is 1 point per 2 levels of anything. So the max now is 100 points. Caster level = 40, Druid or Cleric with Animal = 4, Conjuration Spell Focii = 4, Summon Spell Level = 32, Player Bonus = 20. You also still get the leftover points in a bonus to stats. So say you need 90 to get the max summon, but getting 100 points will get you a better summon, because the 10 extra points, is converted to +5 more stats in STR, DEX and CON. Here is the table needed to figure what pet you might want. *Above 90 - Elemental VII *81-89 - Elemental VI *73-80 - Elemental V *65-72 - Elemental IV *57-64 - Elemental III *50-56 - Elemental II *43-49 - Elemental I *36-42 - Dire Tiger *29-35 - Dire Bear *22-28 - Dire Spider *15-21 - Dire Wolf *8-14 - Dire Boar *7 and Under - Dire Badger
Also the Ranger and Bard stay the same with just still getting Epic Tigers, but the Epic Tigers have been improved. I also still plan on redoing the Shades Summons, so they fit along with these stats.
Hi trying to understand this and sidecar did a formula with cheat sheet. (for my cheat sheet): caster lvl + ((spell lvl * 4)-4) + (character lvl / 2) +4 Druid or Cleric with Animal Domain +1 Conjuration Spell Focus, +1 Greater Spell Focus Conjuration +2 Epic Spell Focus Conjuration Above 90 - Elemental VII * elemental gets +1 stats for every 2 levels over 90 up to +5 at 100(max) 81-89 - Elemental VI 73-80 - Elemental V (Ancient Elemental) 65-72 - Elemental IV 57-64 - Elemental III 50-56 - Elemental II 43-49 - Elemental I 36-42 - Dire Tiger 29-35 - Dire Bear 22-28 - Dire Spider 15-21 - Dire Wolf 8-14 - Dire Boar 7 and Under - Dire Badger My question is ranger giving points to summons? on this wiki 3towns.fandom.com/wiki/Class_changes it says about ranger: Ranger +5 + Ranger Level/6
in Chree release notes it said this: Also the Ranger and Bard stay the same with just still getting Epic Tigers, but the Epic Tigers have been improved. So do any points go for having any Ranger and Bard levels or not?
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Post by jarrod on Nov 10, 2022 19:13:38 GMT
I tested with my 29 level ranger and compared it to a wiz and it seems that it ignores ranger levels so i think the wiki is out of date.
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Post by chreelister on Nov 10, 2022 19:19:56 GMT
The Formula and everything used before is still the same and was never changed, but the actual Tigers you get are a lot better, more HPs, better AB, stats, etc. if I am remembering this correctly.
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