Modes have been replaced by offline skirmish AI settings. EDIT: this update is now complete.
Instead of switching modes such as retaliation or sentry in your 'more commands' section, you can now set offline skirmish AI on your battle tactics page.
Most of the settings are explained on the page itself. Here's a few changes you'll need to be aware of, however:
- Fleeing is now much more likely, and can be boosted to 100% chance of fleeing with Buckle of Retreat.
- Fleeing now happens one level at a time. So for example, you'll flee your apartment to the lobby after the first attack, then into the world on the second, then back into a random public building, and so on.
- Attacks resulting in fleeing no longer prevents people from attacking you again, if they can find you again.
- If you're set to retaliate, retaliation will always be attempted, unless you have sentry active (attack people as they pass by) or ally defense active.
- Your character will always attempt to skirmish passers by, if you set it up as such.
- Retaliation and attacking passers by has less accuracy than a normal skirmish attack. The latter is also a little less accurate than the former.
- Sentinel's Gauntlet change: Increases your chance to hit targets passing you by while you are offline. Also increases chance to hit in defense of allies.
- Vigilance change: Improves your chances of hitting an enemy in retaliation.
- Niminous Intuition change: Much higher chance to hit with any retal or sentry attempt.
- These settings will only be used if you've been offline for 5 minutes ore longer.
- These settings do NOT decrease your energy gain per hour.
As far as ally defense goes, it's very simple. If you're set to "defend allies" or "[defend allies] against enemies only" then you'll automatically hit anyone attempting to attack one of your offline allies (allies can be set via the 'relationships' page). As long as you're both in the same area, and you're both offline, then you'll attempt to skirmish attack their assailant.
In line with this, you can also now 'attempt to grab hold of allies being teleported'. Doing so will cause your character to automatically teleport with your ally who is being attacked. You'll then be in the same world map square as your ally, which will allow you to continue trying to defend them. Successfully grabbing hold of your teleported ally depends on your dexterity; a dex of 35 will mean you will always successfully teleport with them, but anything less is up against a random 1-34 roll against your dex.
The 4 hitters cap has also now been raised to 5. We may raise this further, but we'll wait until we can see how much this update changes things.
Overall, this update should make the game feel more realistic, make offline players less vulnerable, and potentially open the game back up to more combat.
UPDATE: Offline AI Settings & More! [Completed]
- Mooncalf
- Administrator
- Posts: 4547
- Joined: 17 Mar 2011, 12:20
UPDATE: Offline AI Settings & More! [Completed]
- Mooncalf AKA David AKA Moonie
- Founder and creator of Path of the Vampire
- Founder and creator of Path of the Vampire
- Mooncalf
- Administrator
- Posts: 4547
- Joined: 17 Mar 2011, 12:20
Re: UPDATE: Offline AI Settings & More! [Completed]
This update has now been completed, and the original post has been edited to include the final details regarding offline ally defense.
Enjoy!
Enjoy!
- Mooncalf AKA David AKA Moonie
- Founder and creator of Path of the Vampire
- Founder and creator of Path of the Vampire