[Bug] Wizard AI improvements
KnightCa opened this issue · 0 comments
Is there an existing issue for this?
- I have searched the existing issues
Observed behaviour
Currently it is fairly easy to get into melee range with Wizards (and Sages/Warlocks). Once that happens, a sword ends the conflict quickly.
For Battlemages I have noticed that their melee damage doesn’t end up being a threat for some modpacks and wish I could adjust it.
I also notice that standard mob fighting techniques often makes it trivial to fight spellcasters (fighting in water, setting tnt, placing boats/minecarts/using ladders/dropping mobs.
Expected behaviour
All spellcasting mobs:
- Can swim 2.5x faster.
- Try to avoid explosions (for example, move away from primed tnt or creeper)
- Can no longer be trapped in boats / minecarts
- Can target ladder to climb them
- Avoid stepping onto open trapdoors
- Cast feather fall when falling for more than 8 blocks
- Can see the player from 24-48 blocks away or 12-24 even without line of sight (xray)
- Instantly target the player instead of having a chance every tick.
- A Tier stat based on the highest tier of a spell they can cast (novice=1, apprentice=2, advanced=3, master=4).
- Spells Cooldown is 10% less / mob Tier (config option)
- Spell Potency is 15% more / mob Tier (config option)
- 15% chance / mob Tier (config option) to have all of the following occur:
- Spell Blast increase by 20% / mob Tier (config option)
- Spell Duration increase by 20% chance / mob Tier (config option)
- Spell Range increase by 20% chance / mob Tier (config option)
- Example Novice Wizard: 10% cooldown reduction, 15% potency increase, 15% chance of 20% more of each (Blast, Duration, Range).
- Example Master Wizard: 40% cooldown reduction, 60% potency increase, 60% chance of 80% more of each (Blast, Duration, Range).
Wizards/Sages/Warlocks/Skeleton Mages/Ghost Mages (ranged casters):
- 50% chance to be able to run away from players that get too close or cast knock back spell.
- When able to flee, they have another 50% chance to cast a attack spell at the player while running away.
- 33.3% chance to gain the strafing ability (by default they no longer strafe)
- Seek cover from player while waiting on spell cooldown
- No longer chase player if they can't see him.
- If low on health, cast Invisibility and run in a random direction
Battlemages (melee casters):
- Melee damage adjustable (config option).
- If able to pathfind to player who is farther than 6 blocks away, cast speed boost spell to reach player
- If unable to pathfind to player within 6 blocks, cast Conjure Block to reach player
- If unable to pathfind to player farther than 6 blocks, cast ranged spells
Similar mechanics to Enhanced AI (general mob and skeleton notes): https://www.curseforge.com/minecraft/mc-mods/enhanced-ai
Steps to reproduce
- Join a Server
- Start a fight with a wizard and a battlemage
- Observe how they fight
Crashlog
No response
Environment (Singleplayer/Server, etc.)
Issue present on both sides
Mod version
1.5.10
Forge version
Latest 1.12.2
Other mods
Will add more notes shortly