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View Full Version : Enemies fleeing AI on green and maybe blue?


DMN
10-21-2019, 08:42 PM
When I was messing around with my green characters, I noticed that flee is not working as I recall it working in classic/vanilla. How flee worked:

You get an enemy who is not immune to flee down to critical health. making them run away.
If you chase the enemy it continues to run further and further.

nothing strange so far, but here is were it gets wonky:

If you stand there and do not chase the mob, the mob runs slightly out of spell range but no further then they kind of do a little back and forth dance. Once it regens enough hit points to be no longer in critical health he will run back to attack.

Now if you were to sit down while the mob has reached that "max flee range", the mob will immediately run back towards you unless you stand up, which will then make it flee back to max range.


I distinctly recall having to kill the clockwork XG or whatever it's name is sol a with my druid back in the day by using the sit=aggro method, where I would allow it to continually run back to attack me taking damage from my thorns over and over to kill it.

Baler
10-21-2019, 08:46 PM
Pathing/Fleeing will never be truely classic. It's an emulator, they do the best they can.
Sadly pure classic pathing mechanics are practically lost to history.
:-\

whitebandit
10-21-2019, 08:50 PM
im not sure i follow the issue here.

I seem to recall the "run far away and then kind of chill in a general area" as being legit.

The mob should also resume attacking you after they are above the low hp threshold.

I also seem to recall the if you sit while they are low hp agro they will run back at you (except now i dont think this is how it works when i played a necro in which i would sit and med while the pet would finish it off)

DMN
10-21-2019, 08:58 PM
im not sure i follow the issue here.

I seem to recall the "run far away and then kind of chill in a general area" as being legit.

The mob should also resume attacking you after they are above the low hp threshold.

I also seem to recall the if you sit while they are low hp agro they will run back at you (except now i dont think this is how it works when i played a necro in which i would sit and med while the pet would finish it off)

Your pet is standing so the mob would continue to flee even if you sat. The returning from fleeing via sit=aggro will only do that once they ran their max flee range. if you snared one enough to freeze it in place you could safely sit on top of it because it only gets switched to "attack sitting player" after max flee range.

Sunderfury
10-22-2019, 08:55 PM
This was already reported and discussed here.

https://www.project1999.com/forums/showthread.php?t=304581&highlight=Flee

No clue if staff would consider replicating or if there is fear of neckbeard exploits.