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  1. #1
    Founder Shadow_Flayer's Avatar
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    Default New AI Engine Broke Ghola-Fan 'Chaos' Room

    A few weeks ago I was running Ghola Fan for some reason, something I had not done for probably five months. I have always enjoyed that quest, what with the monkey rebellion you can encite, the switch you can use to kill your party off, and the hall of traps you can send your rogue down while telling him there really are boxes for all the traps. Good stuff.

    Anyway, there is a room in the quest where a number of ogres operate traps. One of the traps is a chaos orb; kill the ogre controlling it, no more orb. There are sonic, acid, fire, cold and force traps. Nice stuff. I always enjoyed that room, and it was a nice foreshadowing of the Twilight Forge ogre-manned traps.

    Well, with the new AI where mobs pounce on you once they are aware of you, the room is completely broken. Basically, instead of manning their traps, every ogre (sans one maybe) comes running to the door. Most of the party never even gets to see how fun the room looked. The danger of the room is gone since, even if the traps were still going off, you fight everything in the hallway away from danger.

    Is this really the way the room was originally supposed to work? If so, lame. If not, please change it back.

  2. #2
    Founder Ziggy's Avatar
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    aye i remember that room. it was pretty cool.
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  3. #3
    Community Member Tavok's Avatar
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    Agreed.

  4. #4
    Community Member Kire's Avatar
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    Ran ghola fan recently and i remeber that room and all you have to do to set the traps off is go running into the room before the ogre's are dead/ just tell someone who is new to the quest (preferbably a squishie) to run into the room before the last ogre dies or we cant get the key! hehe works every time =D

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  5. #5
    Bwest Fwiends Memnir's Avatar
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    The new AI has broken most places where mobs are supposed to raise an alarm/map a trap/etc...

    Water Works part four has a gong that the kobols would always hit to get one of the ogres' attention. Now - one of em runs at the gong for a second, then changes course to rush the party.

    Garrison's Missing Pack has these gongs - one per side of the split; where one side lets out wolves & the other side summons a kobold ambush. I've seen that work the way it used to/is supposed to for the first time in months. Ran it again, and they did not hit the alarms again.

    Kobold's New Ringleader there is a gong that the kobold guards used to hit after the ice trap & bring the kobolds waiting in the room to the right swarming out. Now they ignore the alarm in favor of zerging at the PCs.

    Ect...

    Kinda ruins the flavor of a lot of these quests, in my view. You could use soem tactics to keep them from ringing the trap, and that was always fun to pull off. Now it seems like the only mob-based alarms that go off are new ones that you cannot interput and are on a trigger other than the mob activating it (think Crucible after the water run).

    On the whole, the new AI works well. But, there should be an allowance for mobs to do the stuff they used to instead of just rushing at us like hyped up berzerkers.
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  6. #6
    Legendary Founder Ron's Avatar
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    Quote Originally Posted by Memnir View Post
    The new AI has broken most places where mobs are supposed to raise an alarm/map a trap/etc...
    Another one from a level 2 dungoen:

    Smuggler's Warehouse (where you collect the 10 gems). Used to be in the first big room you came to, one of the kobolds (once he sees you) would run out of the room to hit a lever that dropped a gate, and you had to use either of the other two doors instead. Now he just charges you and the gate is never dropped.
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  7. #7
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    This has happened in other quests, too, especially ones where normally they would hang back and draw you in.

    Tears of Dhakaan comes to mind.
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  8. #8
    Community Member Battery's Avatar
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    it happens just about anywhere the mobs used to run to sound alarms, they just attack you instead.

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