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Mithras666

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Mithras666

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About this mod

Smarter enemy and boss AI. Archetypes remade, and some game modes provided. Written in Script Extender, and uses MCM for easy in-game configuration.

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This is part 3 of my 5-part mod series, Mithras' Mod Menus (MMM):

Enemy Stats
Enemy Spells
Smarter AI
Regeneration
Exhaustion




The Archetypes:



General Improvements:

NPCs now better understand their own resistances, immunities, and hit chances against your Armor Class (AC).
NPCs distinguish between summoners and their summons, often opting to attack the summoner.
More brutal AI that finishes off downed characters and prioritizes low HP spellcasters and rangers.
Positioning is now crucial for both sides.

Combat Tactics:

Rangers: 
Likely to fallback when swarmed.
Prefer high ground.
Use throwables if far away.
More frequently use items and attack exploding barrels.

Melee characters:
Seldom attack barrels
Prefer close combat.
Less likely to fallback when cornered

General Tactics:
Use control spells if party is clustered.
Increased use of shoves into chasms or to deal fall damage.
Increased targeting of characters with active concentration spells.
Bosses have been improved across the board. 
NPCs recognize lower HP casters behind tanks.
Encourages use of taunt/slow spells for battlefield control.
Increased likelihood of NPCs searching for characters using "Hide."

Specific NPC Behavior:

Goblins: Stupid and more likely to dogpile.
Bosses: Smarter and more brutal. They can assess your stats and abilities (As if they possess the "Examine" capability).
Dragons: Extremely aggressive, willing to self-damage to kill.
Dragon Riders: Selfish, use powerful spells, ensure finishing off characters.
Beasts: More aggressive but lack intelligence (more likely to attack closer characters, less awareness of immunities, spell concentration and summons).Target lowest HP members due to their bloodthirst.