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1.2B(4) Alchemist resets

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Level 8
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This has been a thing since alchemist entered the game... and it is not directly an issue with alch himself. All bosses have a small window of opportunity to do whatever the #### they want after casting a spell. It's simply most noticeable with alch because of enrage speed buffs.
 
If it resets as in turning invulnerable and running back to it's spawn point, then you simply moved him too far away from his spawning location or his current target left the cave. And yes, this is a thing and intended. If the current target of a boss is not within a certain "sanity check" range, the boss will reset, even if it is within his valid movement range.

This is to prevent people port-scumming boss abilities.
 
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No. We mean that he can run, of his own vocation, to a random corner of the cave - ignoring everyone - and if that corner is out of the spawn range THEN he will reset. I refuse to believe you have never seen this before. It happens quite often if you don't stun alch as he enrages.
 
No. We mean that he can run, of his own vocation, to a random corner of the cave - ignoring everyone - and if that corner is out of the spawn range THEN he will reset. I refuse to believe you have never seen this before. It happens quite often if you don't stun alch as he enrages.
I've actually never seen that happen.
 
Level 7
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Its an enrage issue. Alchemist tends to run a little space in the opposite direction hes facing whenever he enrages. However if his back is close to a wall when he enrages, he tends to try to run to the otherwise of the wall then and it can cause him to run to areas that force him to reset.

This issue is heightened with the collision issues you implemented in this version. Enemies will try and run away if they're colliding with any object, and can cause them to run into reset areas if you're fighting near their reset border (which happens commonly at alchemist due to the pathing bug near the bottom left of his area).

The collision issue also causes enemies to sometimes just run in circles and constantly trying to find an acceptable area in which they're not actually colliding with anything. We've actually gotten Brood Matriarch to completely glitch out by heavens edging and getting her stuck on a tree + the berserker, and she just stood there doing nothing while we killed her. The collision issue I think also causes the enemies being invulnerable. If they're chasing you, and then you get outside of their "Reset area" but then get stuck on something while trying to return to their original position, they'll sit there being stuck until they're told to teleport back to the original spawn location, but I believe they'll stay invulnerable instead of returning to an attackable form.
 
Its an enrage issue. Alchemist tends to run a little space in the opposite direction hes facing whenever he enrages. However if his back is close to a wall when he enrages, he tends to try to run to the otherwise of the wall then and it can cause him to run to areas that force him to reset.

This issue is heightened with the collision issues you implemented in this version. Enemies will try and run away if they're colliding with any object, and can cause them to run into reset areas if you're fighting near their reset border (which happens commonly at alchemist due to the pathing bug near the bottom left of his area).

The collision issue also causes enemies to sometimes just run in circles and constantly trying to find an acceptable area in which they're not actually colliding with anything. We've actually gotten Brood Matriarch to completely glitch out by heavens edging and getting her stuck on a tree + the berserker, and she just stood there doing nothing while we killed her. The collision issue I think also causes the enemies being invulnerable. If they're chasing you, and then you get outside of their "Reset area" but then get stuck on something while trying to return to their original position, they'll sit there being stuck until they're told to teleport back to the original spawn location, but I believe they'll stay invulnerable instead of returning to an attackable form.
Thanks for the detailed explanation. I think I know what causes this.
Also, I haven't thought of disabling the collision-repositioning algorithm for bosses... which makes a lot of sense. You want the spider spawns to reposition due to collision, not the spider queen. I'll exclude bosses from the repositioning algorithm.

Erratic Alchemist behaviour might be the default WC3 AI messing things up. After all, enrage is a modified berserk ability and the WC3 AI considers berserked units as vulnerable, trying to move them away from any threats. I can probably fix this by just applying another attack command right after issueing the enrage command.
 
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Lots of times when he enrages he spends about 1 second being completely erratic. Sometimes he'll just attack a random target rather than the aggro leader before going back and attacking the aggro leader like he should. So issuing another attack command on the aggro leader would likely help a lot of these situations indeed.
 
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