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Showing results for tags 'behavior'.
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After playing around with the AI behavior editor for a while, I've been able to get my party to do most of what I want them to do own their own. I've actually needed the help of the mod on Nexus that gives more options though, like checking if a Cipher's focus is maxed. I actually have several suggestions to make the editor better but most of them are kinda petty or have already been mentioned in other threads in the past, so I will only mention what I consider a major suggestion here. There needs to be an option to continuously check the conditions while an ability or spell is being cast
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Letting the players essentially craft their own AI via this interface is great, but I feel it's missing some crucial options: 1. Include items such as potions instead of just abilities. This would reduce the burden of item micromanagement. Example: If [self: Health < 30%], [Consume: Potion Of Moderate Healing] or [self: Threatened by Multiple Enemies], [Consume: Potion Of Ultimate Badassery] 2. Allow the switching of weapon sets. Example: [self: Enemies in Melee Range > 1], [switch to Weapon Set 1]. This is for the purpose of switching between ranged and melee automatically, and why no
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My main will be a Shieldbearer (Diplomatic / Honest) and I like playing like a good character. I want to keep the paladin defense bonus for good behavior but I want to hire 2 Bleak walkers (Aggresive / Cruel) in the tabern for my party. Is it a problem? Defense bonus will be lost because of them not liking my choices? Will they finally leave the party? Thanks in advance and sorry for my English.
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I'm playing a Wizard and I've set it up so she'll cast spells while I manage the other characters. However I've recently encountered a bug where the game will not save the changes I make to her custom AI behavior. Since I've encountered this bug the same is now true for all party members. I cannot add, remove or switch out spells, neither can i change can i change the priority of the spells already in the Behavior list. Does anyone have a fix to this issue?
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Hello I was checking the ai behaviors and found some missing options that i think will improve it. Actually i can check if i have some inspiration but not for specific effects,this makes it hard to make a "buff yourself with this if the effect is not active" for example with spirit shield or arcane veil. You can add the action set with a cd and fix that cd at the duration of the effect, but an option like " only if not active" will be helpfull. Other nice upgrade would be if conditionals, and actions had a search bar so we could filter and so on. PD: of course hav
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PoE Racial Archetypes
rjshae posted a topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm curious to find out what the developer's take is going to be with the various races. I know they have some geographical-based categories they have listed before, as well as some regional cultures, but what about the racially-specific cultures and behavioral norms? Will they be using stock archetypes for elves and dwarves, or implementing something a little different? Will elves be tree-hugging, poetry spouting, effeminate artsy-fartsy types? Are the dwarves going to be beer belching, beard toting, grumpy gold hoarders? What do you think? -
This is in response to the many threads in disagreement over how XP rewards and quest objectives should be handled. There have been many good arguments from many different perspectives. I will summarize my own personal opinion on the matter, and leave the floor open for you to add constructive criticism. This isn't about right or wrong or an aversion to change. It's about creating a "balanced" system for all play styles that doesn't prevent certain behaviour, but rather reacts to it. Thankyou, and keep smiling. My thoughts on Cause and Effect (in a nutshell): - Cause should be controlled b