Patch Notes: Smarter Foes
No more door griefing (always on)
- Foes no longer stand in doorways. Guards and enemies step off a door's threshold and out of its mouth, so a crowd can't seal a building or a dungeon door.
- Clicking a door works even with a guard in front of it. If you're aiming at a door, a peaceful guard standing in the way no longer eats the click. Hostile foes still take it, so you can always swing at someone attacking you.
- The indoor watch spawns inside, spread out. Guards called into an interior appear past the threshold and spaced apart, instead of stacked on the door.
- Foes are aware of each other. Guards, bandits, dungeon foes and wilderness encounters now push apart across groups, so mixed crowds no longer stand inside one another.
Cover (Enhanced AI)
- Trees, crates, barrels, statues and solid decor block sight. A foe can't see you through a tree trunk or a stack of crates.
- They also stop missiles, both ways. Your arrows and bolts hit the cover, and so do theirs. Area spells still burst where they land.
- Grass, flowers, small clutter and see-through props aren't cover. Felled trees stop being cover.
Tactics (Enhanced AI)
- Attack turns. At most two melee foes and two ranged foes attack you at once. The rest hold a ring around you, circle and wait their turn.
- Knowing when to strike. Melee foes step in when you're open (after your swing, while casting, drinking, turned away or staggered) and back out after their own blow. A patience clock means nobody waits forever.
- Backing off. A hurt foe gives ground and circles before coming back.
- Fleeing. Animals and cowardly people run at low health. Guards, undead, daedra and constructs never do.
- Archers and casters keep their distance. They back away from a closing melee fighter, fight when cornered, and look for a clear shot instead of firing into a crate.
- Applies everywhere (dungeons, streets, interiors and guards) when Enhanced AI is on. With it off, foes behave exactly as in classic Daggerfall.
Telegraphed attacks (Enhanced AI)
- Tougher foes have a special attack with a wind-up, like the world boss's but smaller: level 10 and up, or elite foes.
- Three shapes, one or two per kind of foe:
- Lunge: a long lane ahead (beasts, swordsmen).
- Sweep: a wide cone in front (brutes, blades).
- Slam: a disc just ahead (giants, atronachs, daedra lords).
- Readable and dodgeable. The shape glows dim on the ground through a short wind-up (0.7 to 0.9 s) and flashes when it lands. Step out of it and it misses. A hit does 1.25x to 1.75x a normal blow.
- Used sparingly. Each foe has a cooldown of 8 to 15 seconds, and only one foe near you winds up at a time. Casters, spirits, small and flying foes don't use them.
- The ground marks follow slopes and fade into fog.
Patch Notes: The Caged Broker
Dagon's Breach
- The Sigil Broker is now held prisoner by Dagon's Faithful. She waits in a cage at the faithful's rite circle, near the breach, from the omen at 17:00.
- Kill every one of the faithful, including the Summoner, to free her. You have to do it before the breach opens at 20:00. When the last of them falls, her cage door swings open for everyone online.
- If someone else already killed the Summoner, killing the rest still frees her.
- You can talk to her from any side of the cage.
- If the faithful are still standing when the breach opens, they pass into it and she stays caged for the night.
- Once freed, she trades until midnight, even if the Warden falls early and the breach collapses.
Behind the scenes
- Everyone online is disconnected once when this update goes live, and reconnects.
What's Changed
- TACT: Smarter Foes - anti-grief doors, cover, tactics, telegraphed blows by @Lattymoy in #540
- BROKER-CAGE: the Sigil Broker caged at the faithful's rite, freed when every one falls (relay world154) by @Lattymoy in #542
Full Changelog: app-v0.1.5701...app-v0.1.5719