When I get the time to look into other projects again (which is probably not anytime soon, "MetalStorm" is the primary mission objective ATM)Are you going to release a bug-fix only mod soon? Or you are going to release all things at once?
Also is there going to be any update on your crazy but excellent AntiBalance mod?
As for bug fixes, when it will be released, this will be released as Ultimate Fixer Vol. 6 --- which will be less a mod then a very extensive plugin. Inasmuch as that the user can control everything it resets to v1.06 standard (so if someone wants only v1.11x LoD without bugs all they have to do is disable everything additional in the config app).
As for AntiBalance, once "MetalStorm" is complete (which is probably in an aeons time) I will draft a new version of this too. But maybe if I get bored and need a distraction from the main project I will draft something before then, idk
... EDIT ...
More shots of new AI --- as with the other AI screens, these AIs are much more brutal then they will be in the final (in main areas that is, sidequest areas do not apply), and their skills are pretty random because we aren't working on that aspect yet.
http://img155.imageshack.us/img155/9894 ... orkzj9.jpg
^ working fetish aura, the skill they couldn't get to work ever since v1.00
This is essentially a curse that buffs, that is, it shows up as a curse (has that red curse stuff on the floor etc) but buffs allies.
http://img513.imageshack.us/img513/2385 ... nedjq2.jpg
^ Wraith mages, hurling everything they've got
http://img152.imageshack.us/img152/1405/unluckydo6.jpg
^ The melee ghosts are still there, but they learned a few new tricks (such as warcries )
http://img88.imageshack.us/img88/1562/n ... usysf8.jpg
^ Zakarum Priests (Cantors) in a much more aggressive way then vanilla (streams of lightnings instead of occasional casts, also teleport around like D1-Advocates)
Sample AIs, so you see what you'll be up against --- there are much more complex things planned (such as scriptable AIs) in the future, these are only the tip of the iceberg
Code: Select all
DemonGnat
AiDelay = stall
par1 = approach
par2 = attack
par3 = run away after attack sequence
par4 = use skill instead of normal attack (skills 1-4)
par5 = min attacks
par6 = max attacks
par7 = chance to spit (skills 5-8)
par8 = distance needed for spitting
SkeletonMageEx
par1 = attack (skills 2-4)
par2 = stall
par3 = approach
par4 = escape radius
par5 = safe radius
par6 = cast strong skill (skills 5-6) rather then weak skill
par7 = cast buff (skills 7-8)
par8 = steps to walk
DrowRange
par1 = approach
par2 = stall
par3 = attack
par4 = run speed
par5 = safe radius
par6 = escape radius
par7 = use offensive skill (skills 2-6)
par8 = use buff (skills 7-8)
DrowMelee
par1 = approach
par2 = stall
par3 = attack
par4 = run instead of walk
par5 = run speed
par6 = always run distance
par7 = use offensive skill (skills 2-6)
par8 = use buff (skills 7-8)
SpiderQueen
AiDelay = stall
par1 = approach
par2 = attack (melee) (skills 1-2)
par3 = attack (ranged) (skills 3-4)
par4 = use buff (skills 5-6)
par5 = use heal (skill 7)
par6 = apply buff / heal to other unit, not self
par7 = summon
par8 = use corpse (skill 8)
ArachEx
AiDelay = stall
par1 = attack
par2 = approach
par3 = activation chance
par4 = escape distance
par5 = health threshold
par6 = use skill (ranged)
par7 = use skill (melee)
par8 = spell distance
SkeletonEx
par1 = approach
par2 = stall
par3 = attack
par4 = chance for attack1
par5 = activate radius
par6 = spell instead of attack
par7 = last spell number
ZombieEx
par1 = approach
par2 = activate radius
par3 = attack
par4 = chance for attack1
par5 = run
par6 = run speed
par7 = spell instead of attack
par8 = last spell number
SkeletonBowEx
par1 = attack
par2 = stall
par3 = approach
par4 = escape radius
par5 = safe radius
par6 = chance for skill instead of attack
par7 = last skill number
par8 = steps to walk when approaching
GoatmanEx
par1 = approach
par2 = stall
par3 = attack
par4 = run when injured
par5 = health threshold
par6 = random walk
par7 = skill
par8 = last skill number
BaboonEx
par1 = approach
par2 = attack
par3 = use attack 1
par4 = escape speed
par5 = health threshold
par6 = extra life regen
par7 = chance to use skill (skills 2-8)
par8 = chance to blood lust (skill 1)
ZakarumPriestEx
AiDelay = stall
par1 = chance to teleport (also when outside melee) (skill 2)
par2 = chance to use strong skill (skills 3-5)
par3 = attack (ranged) (skills 6-8)
par4 = delay between strong skills
par5 = health threshold (self)
par6 = health threshold (others)
par7 = safe distance (also heal range)
par8 = escape distance
FetishShamanEx
par1 = chance to resurrect (skill 1)
par2 = chance to buff (skill 2)
par3 = size of circle to walk
par4 = chance to walk in circles (literrally)
par5 = range for buff / res
par6 = range for inferno (skill 3)
par7 = chance to curse (skills 4-8)
par8 = stall
SandRaiderEx
AiDelay = stall
par1 = approach
par2 = attack
par3 = use attack 1
par4 = ticks before fully charged (use skill 1)
par5 = health threshold (use skill 2)
par6 = spell instead of attack (skills 3-8, also used for skill 2)
par7 = state to set when charged
par8 = overlay to set when charged
BigHeadEx
AiDelay = stall
par1 = health threshold
par2 = shoot healthy
par3 = shoot hurt
par4 = attack
par5 = escape radius
par6 = safe radius
par7 = spell instead of attack
par8 = last spell number
GhostEx (two AIs in one, MonStats -> flags . melee == true uses melee variant)
- MELEE -
par1 = approach
par2 = attack
par3 = stall
par4 = spell instead of attack (skills 1-5)
par5 = buff self (skills 6-7)
par6 = escape when hurt
par7 = cast curse on player (skill 8)
par8 = health threshold
- RANGED -
AiDelay = stall
par1 = spell (skills 1-3)
par2 = curse (skill 4)
par3 = buff (skills 5-6)
par4 = corpse (skill 7)
par5 = heal (skill 8)
par6 = apply buff / heal to other unit
par7 = escape radius
par8 = safe radius