FIXED Non-player Mobile AI when low health (Fleeing)

The Silvertiger

Neophyte III
So on free servers when mobs get to 16% they instantly flee. This is not OSI accurate. While mobs do flee on OSI below a certain health percentage, it is mostly not immediately. They also will reengage (quit fleeing) at times then start fleeing again. Spellcasters below a certain percentage on OSI are even stranger, as they can't decide whether to flee or cast spells. In my brief testing, I was unable to get any undead to flee. I was also unable to get blood elementals to flee. I'm not sure if the blood elementals is tied the mage thing or if they just healed too fast to start fleeing. I do not know the exact parameters of this AI.

Here is a link to my post on another forum with 2 videos included:
 

xG00BERx

Journeyman III
I mean regardless why the fuck would/should a undead flee when it's close to death. Its already fuckin dead lol

This part always made 0 sense at a neira champion spawn when the rotting corpses decided to turn tail and run..
 
OP
The Silvertiger

The Silvertiger

Neophyte III
I mean regardless why the fuck would/should a undead flee when it's close to death. Its already fuckin dead lol

This part always made 0 sense at a neira champion spawn when the rotting corpses decided to turn tail and run..
If you look at the first post in the link I posted, the guy is doing rikky spawn on OSI. After combing through the video I was only able to find 2 instances of mobs fleeing. There's something about how if you keep attacking they don't flee, sorta. After 2 hours of focusing only on this aspect I still haven't the foggiest idea of how this mechanic works. All I know is that it's different and can show that.
 

Jester

Novice III
Yeah, you used to be able (haven't played osi in a long time) to continue to double click their health bar and it would keep them focused on you and not flee.

Edit:
No idea if this works on heritage, i do not use melee/combatants to want to be focused on.
 

raveX

Neophyte II
C# Nerd
This was also quite apparent to me when first starting here, and likewise my ServUO experience. Monster flee mechanics are different than I have experienced elsewhere, both from my time on OSI which is certainly outdated at this point, and other free shards. I wouldn't say it is necessarily wrong in many cases but I would appreciate there being some uniqueness to the mechanic based on the mob type.
 

Dexter

Staff Member
Administrator
Game Master
Watching that video, it doesnt even look like they flee, but simply randomly wander around, like when they aren't engaged in fighting.
 

Dan

Staff Member
Administrator
Game Master
Testing this today and tomorrow.

On Heritage - do most mobs flee every time?
 

Dexter

Staff Member
Administrator
Game Master

A couple observations. First, It's fleeing like it does on ServUO. Next, it seems like there is a chance (50% mayube) that it breaks flee when you hit it. Once this happens, it seems once you do damage again, it goes back in to flee status.
 

Dan

Staff Member
Administrator
Game Master
I made a character on TC and just brought him into the woods. Red lined a few animals and ettins, it feels a lot different there vs here.
 

Dexter

Staff Member
Administrator
Game Master
This has been pushed to the repo. I did extensive testing on EA, and you will notice a couple differences:

1. Fleeing seems to be triggered at 16% life, however there appears to be a chance to flee each check. So, some low HP creatures won't appear to flee at all as they are killed before the next flee check can process.
2. Fleeing creatures seem to re-engage their combatant, however can disengage even without any further provocation.
 

Dan

Staff Member
Administrator
Game Master
This issue has been fixed.

@The Silvertiger has been awarded 10 Sovereigns.

If you guys notice issues with fleeing VS production, and have been on production recently, p
 

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