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Anyone willing to share their Companion AI Behavior Scripts & Builds?

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So here is the deal. The first time I played Deadfire I did it turn based, enjoyed myself, and beat the game. However, at the time I did not have a Pillars 1 save to import.

This time around, I will.

I want to try the game as a Real Time with Pause affair this time, just to see how it plays, and I recently found out I can build AI Scripts for my party to have them micro themselves, letting me focus on my Watcher which I would vastly prefer. I tend to play on Normal / Easy difficulty, as I play mostly for that feeling of being the "hero" and enjoying the story / blowing dudes up.

I did find this person on the Steam Guides section Steam Community :: Lost Sinner :: Guides so I can follow those if I want but I also understand that the AI system got updated at some point so I have no idea if those builds / guides are still valid or not.

I tend to learn best by following guides or existing builds when I play games so I was hoping to see both builds for the various companions / sidekicks alongside AI Scripts to go with them so I can use them if I want, or tweak them as I see fit. Any help would be appreciated.

I intend to run my Watcher manually so I dont need anything for them. I appreciate any help, or at the very least someone confirming that those Lost Sinner guides still work well enough XD

Also, can you use Potions / Scrolls with the AI Scripts if they are equipped? I cannot find anything to confirm that or not.

While I don't know how to export the templates I use (AI Scripts), it might also be for the best since I'm not very good at it. That said, making changes to builds and AI behavior might be a good part of the fun, as you can feel the upgrades taking form and your expectations adjusting each level. A couple general ideas:

Eder: I usually go Fighter/Rogue (Swashbuckler) Multiclass with lots of Deflection, Riposte, and very simple scripts: (i) activate Vigorous/Refresh Defense at 90% HP with a long CD, and Unbending at 75% somewhat timed with the duration; (ii) Activate Disciplined Strikes when not Perception-Inspired if at least 3 Discipline; (iii) Finishing Blow enemies below 50%.

Maia: I mostly run Ranger/Rogue (Scout) with "The Red Hand" (two barrel arquebus from Delver's Row), casting Marked Prey (or For The Hunt) on (Caster/Light Armor priority), then casting Blind/Cripple/Wounding on marked target if at least 3 class resourced. Finishing Blows for targets above 25% and below 50% (as to avoid waste). She's my eliminator.

Pallegina: I usually pick Herald, select the songs and the default "Cautious Paladin" and "Offensive Chanter". She's my autopilot among autopilots. I throw some auras on her and hope for the best. I once exchanged her for the N'gati's Chosen (whose name eludes me now), and it was nice putting him up with Foe-AoE-Only casts and some healing.

Most recommend single classes for Xoti (Priest), Aloth (Mage) and Seraphen (this one is more divided and the one I use the less). I multiclass because I like the "autopilot" appeal of martials.

Xoti in my plays is a mix of a "Mortar Monk" (2min of this forum and it will blow your mind, alongside with your enemies; a real piece of a build by Boroer). She doesn't get all the blasting power or stats as the actual Mortar Monk and you waste her individual kit. On the other side, she gets absolute AOE/Duration for her spells, without getting in too close, and still throwing out debuffs from Blunderbusses like nobodies' business.

Aloth, since I find it hard to "program" for effective offensive casting, I simply make him a spellblade with tons of auto-buffs and ranged weapon damage (Frostseeker or summoned weapons). Either class or class-combo should be fine. Rogue probably does more damage; Fighter is probably more reliable; Pure Wizard is probably the most "I'll properly control him now and change this fight if I need it".

Some feelings I have about setting your own AI, that I'll irresponsibly make into tips (take my inexperienced approach with some grains of salt):

  1. Make it level by level, it isn't overwhelming if you make it part of the level up.

  2. Adjust as you see fit, it is rewarding to identify a need and fix it.

  3. Pick your upgrades based on what you feel you can incorporate in your gameplay/AI, not every great build fits your micro availability/willingness.

  4. Heavy AI usage kinda goes hand in hand with "death-ball + atrition" group setups and long fights, at least in my experience; extra points for renewable sustain power;

  5. Incorporating "on-rest" and usable (yes, you can potion/scroll on auto) items is powerful but far more tiresome than relying on "always available" resources.

  6. Beating a hard fight on autopilot to me is as fun as microing the hell out of it; makes me feel a mastermind of careful planning.

  7. I don't think I could do any Megaboss with my general strategies, and I think it is a fair ceiling.

Eder: If you didn't use https://pillarsofeternity.fandom.com/wiki/Lord_Darryn%27s_Voulge, single class fighter surprisingly good and very easy to use with AI. Make sure he keep Disciplined strikes up early game. Late game unbending and refreshing defence when he drops below %50 health, but make sure you give it a long recast time so he dont use it over and over again. He ll also activate some good lightning spell when he goes below %50 health very powerful and low micro build.

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