Ancient Spellcraft

Ancient Spellcraft

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[Bug] Wizard AI improvements

KnightCa opened this issue · 0 comments

commented

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)
    image
  • Can no longer be trapped in boats / minecarts
    image
  • Can target ladder to climb them
    image
  • Avoid stepping onto open trapdoors
    image
  • 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

  1. Join a Server
  2. Start a fight with a wizard and a battlemage
  3. 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