Baldur's Gate 3

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# Changelog for AI Allies

## Version 1.3.48
- NPC archetypes can no longer be cast on summons and temporary companions. (Couldn't find target conditions for the temporary companions so it'll instead warn the player without enabling the AI)
- Fixed crash with possession that happened when the day ends, caused by the previous change to the spell. Possession will now last until cancelled.

## Version 1.3.47
- 'AI Allies: Orders' will now appear as a potential action you can use when you click your 'Bonus Action' to filter what actions you can take.
- Modified 'Disrupter Archetype' to prioritize higher health targets over lower ones.

## Version 1.3.46
- Hotfix.

## Version 1.3.44
- Made allies act a bit more careful with how they use spells such as 'Fireball'.
- Mindcontrolled characters that are being possessed will now have their portraits appear beside their Mind-linked Master, similarly to how summons appear beside their summoner.
- Removed the modified Dash ability for AI summons.

## Version 1.3.43
- NPC Companion's factions will now temporarily change during combat. non-NPCs unaffected.

## Version 1.3.42
- Increased how much the 'Trickster' archetype likes to augment their weaponry.

## Version 1.3.41
- Changed necessary parts to separate 'Mindcontrol Art' into an add-on.

## Version 1.3.40
- Disallowed usage of 'Bend Luck' for the AI.

## Version 1.3.39
- If you die while having characters under 'Mind Control' then they will all get released, if they are possessed then the possession will also end.
- Increased resistance stupidity, this should theoretically make the AI more inclined to use spells even when the enemy has resistance towards them.
- Reduced 'Melee Fighter' archetype's inclination to break an enemy's concentration.

## Version 1.3.38
- Drastically reduced the inclination of all archetypes except Healer and General to heal allies.
- Trickster Archetype will now have a higher chance to go invisible at the start of combat if possible.
- Slightly increased the max distance ranged archetypes will attempt to stay away from enemies.
- Slightly increased how much ranged archetypes dislike having enemies nearby.
- Removed some target conditions from 'Throw' introduced initially for the Berserker archetype.

## Version 1.3.37
- Fixed accidentally hitting mind-controlled characters makes allies angry.
- Limited Mind Control to only targets with a mind (Undead and other contstructs cannot not be affected anymore)
- NPCs that have advantage against being charmed will now properly get their advantage against 'Mind Control'.
- 'Mind Control' now gives advantage to charisma dialog options.

## Version 1.3.36
- New feature: 'ORDERS', You can now mark targets as high or low priority and your allies will act accordingly.

## Version 1.3.35
- Added 3 more Custom Archetypes each with a non-NPC and NPC variants. (Requires the Advanced addon)
- Custom Archetypes will now be contained in their own dedicated spell container instead of getting added to the 'Extra Spells' one.

## Version 1.3.34
- Slight changes to the Healer archetypes.
- Made the AI status temporarily change the target's faction so that if you have temporary followers they won't become hostile when applying a NPC archetype since the game doesn't actually change their relations towards you, so if turned into an NPC they might become hostile (Sazza the Goblin for example).
- Disallowed using archetypes on Mind-Controlled allies.

## Version 1.3.33
- Added a check for NPC characters to not enable AI again after disabling it due to dialog starting during combat if the character is no longer in combat when the dialog ends.

## Version 1.3.32
- Modified 'Fighter Archetype' to stop buffing allies so much.

## Version 1.3.31
- Attempt at fixing NPC archetypes not turning back to player characters after a certain combat scenario during Halsin's questline.

## Version 1.3.30
- Fixed the backup combat ended listener not working.

## Version 1.3.29
- Slight increase to damage preference to 'Melee Fighter' Archetype.
- Moderate reduction to how passionate 'Berserker Archetype' is about throwing things.

## Version 1.3.28
- Added faction change debug spells if you install the 'Advanced' addon.

## Version 1.3.27
- A lot of changes to all archetypes; biggest change is normalizing the modifiers in order to allow them to be more liberal in their actions while still acting according to their role.

## Version 1.3.26
- Reverted the throwing condition change from last update.
- Reduced the bloodlust of all archetypes except 'Fighter Ranged' significantly. Melee characters should now focus less on running across the battle to finish off a wounded enemy in the back. Kept some bloodlust on some of the other ranged archetypes.

## Version 1.3.25
- Experimental change to allow the AI to throw mainhand and offhand weapons. *Potential side effect is they might consider their clothes as weaponry if they run out of options. Should mainly affect the Berserker Archetype since that archetype will always try to throw or brawl with someone.

## Version 1.3.24
- All archetypes except 'General Archetype' will now have a higher threshold they need to pass before they decide to heal; This should make them throw less healing potions at you if they have something else to do.
- New 'Berserker Archetype' available as both NPC and non-NPC variants.

## Version 1.3.23
- Disallowed usage of 'Help' on characters with 'Feign Death'.
- Fixed the mindcontrol 'Warp' spell not working when the follow status is inactive.
- Fixed falling into eternal slumber when you are possessing someone when you long rest; Possession will now end when you go rest.

## Version 1.3.22
- Made the Debug spells only appear if the advanced addon is installed.
- Potential fix for AI getting enabled sometimes outside of combat.

## Version 1.3.21
- Reupload.

## Version 1.3.20
- Hotfix for NPC Archetypes getting disabled when combat starts.

## Version 1.3.19
- All AI statuses will now automatically be removed from any character that leaves the party.
- Added 2 new Debug spells and placed them inside the 'AI Allies: Extra Spells' container.

## Version 1.3.18
- Non-NPC archetypes are now able to utilize the 'Cunning Action: Dash' ability.
- Revised the system that provides non-NPC characters with usable versions of spells or skills that are originally inaccessible to them.
- Small change to all Melee Archetypes.

## Version 1.3.17
- Modified all archetypes' behavior slightly - Mainly an attempt at making it more important to avoid dangerous surfaces and use sense presence from further away.
- Changed some mechanics for better performance.

## Version 1.3.16
- Fixed incorrect removal of characters from the current allies list if they were already in the list and you apply a new archetype.
- Allowed loading a custom archetype. If installing the addon then you will be able to find 2 new spells in your 'AI Allies: Extra Spells' spell container, these spells will apply your custom archetype on the target character, one spell is to turn them into an NPC and the other is for non-NPC.

## Version 1.3.15
- Fixed characters with an NPC Archetypes not reverting to player characters after combat ends.
- Moved 'Disable All AI' spell and the 'Warp Allies' spell to a new container since it started getting too crowded.

## Version 1.3.14
- Restructured a bunch of the code for better continuity throughout. If you are updating then you will need to disable and reapply the archetypes on any characters that have them currently active so that the system can properly track them.
- Probably some other change I'm forgetting.
- New Spell: Warp Allies - Teleport anyone that has any of the AI Allies statuses to you. You can find it in the 'AI Allies: Archetypes' spell container. Next update I'll probably move it to its own 'Utility' container.

## Version 1.3.13
- Hotfix for the dialog fix that had some unintended issues.
- Fixed calculating the number of party members improperly, it should now account for all of them.

## Version 1.3.12
- Fixed mindcontrol not loading any mindcontrolled characters after reloading the game. The list will now be updated every time you save the game.
- Fixed getting stuck by only being able to suggest a dialog choice in a dialog during combat if the enemy initiated dialog with an NPC Archetype character. Your companions will now allow you to choose all their life choices just like before.
- Disabled the dodge buff function since characters don't seem to skip turns anymore since the fix in 1.3.10.

## Version 1.3.11
- Renamed the 'Mage Archetype' to 'Disruptor Archetype'. Hopefully this will make its role more clear.

## Version 1.3.10
- Modified the method the non-NPC archetypes get applied to characters. This potentially fixes turn-skipping. After testing a specific battle many times and making tweaks throughout, I managed to completely eliminate the turn skipping issue in that battle. I tested a few more different fights and they also seemed to work well, so hopefully this issue is finally solved.
- Fixed 'Cancel AI' spell not removing the trickster archetype.
- You will now also get the spells upon starting a new game.

## Version 1.3.9
- Changed the way you get the spells, you will now need to visit your camp at least once to receive the spells, summons and other non-player characters will no longer receive these spells.
- Removed modifications to action surge and dash, relevant AI characters will now get custom versions of these spells if they need it, this would mean better compatibility with other base game spells that might extend any of these.
- Characters on the NPC Archetypes seem to bug out if wildshaping during combat, for now I've disallowed wildshaping on NPC Archetypes (You can still use wildshape on them yourself before combat and it reportedly works fine).

## Version 1.3.8
- Published all Experimental changes to the main version, the changes are as follows:
- New archetype: Trickster - No melee or ranged preferences. Likes to deal damage, likes to use the environment such as barrels, likes to use poison and items, Likes to disarm opponents and sometimes even steal their weapons (Needs a disarming spell or ability).
- New spell: Ally NPC - Turn a party member into an NPC which will allow for more spells and abilities to be used without my need to modify any spells, for example, they can drink healing potions using this method.
- New Spell for Mindcontrol Art: Possession - Turns a mind-linked character into a player character that you can control yourself.
- Attempt at making all archetypes ignore AOO less.
- Changed hitchance reasoning to be slightly more liberal on all archetypes.
- Clerics should no longer use 'Calm Emotions' on Raged or Frenzied barbarians.
- Added further description for the 'Ally NPC' spell to warn players not to have it enabled on more than 3 characters.
- Added a condition to invisibility to prevent it from being cast on enemies. (I never even knew this was possible, but I had a Trickster Archetype character with invisibility scrolls running around, turning enemies invisible - total betrayal)
- Trickster Archetype is now an NPC archetype since some actions such as poisoning weapons are only possible to an NPC.
- Separated the 'NPC Ally' spell into its own container where future NPC archetypes will reside.
- Migrated some mechanics to use Script Extender for finer control.
- Fixed wildshape animation playing out but not being wildshaped if clicking on the ground. There is now a condition in place to click yourself with the spell.

## Version Experimental 1.3.x.6
- Fixed wildshape animation issue.

## Version Experimental 1.3.x.5
- Migrated mechanics to use Script Extender.
- Separated 'NPC Ally' spell into its own container.
- Designated Trickster Archetype as an NPC archetype.
- Updated descriptions for clarity.
- Added condition to invisibility to prevent casting on enemies.

## Version Experimental 1.3.x.4
- Reverted changes from Experimental 1.3.x.3 due to XP and game over issues.
- Enhanced 'Ally NPC' spell description regarding usage limits.
- Stopped clerics from using 'Calm Emotions' on Raged or Frenzied barbarians.
- Liberalized hitchance reasoning across all archetypes.

## Version Experimental 1.3.x.3
- *Reverted in future versions* - Fixed crash related to dialogue after combat with NPC characters from 'Ally NPC' spell.

## Version Experimental 1.3.x.2
- Hotfix: Corrected Mindcontrol success chance set during testing.

## Version Experimental 1.3.x.1
- Introduced Trickster archetype.
- Added 'Ally NPC' spell.
- Implemented 'Possession' spell for Mindcontrol Art.
- Attempted to have all archetypes ignore AOO less.

## Version 1.3.2
- Fixed mind-link release's failure.
- Updated text descriptions for clarity.

## Version 1.3.1
- Prioritized enemy elimination for all archetypes except General/Random.
- Consolidated relevant spells under 'AI Allies: Archetypes'.
- All spells can now be easily found under 'Cantrips'.
- Updated descriptions for various spells and statuses.

## Version 1.3
- Upgraded Mindcontrol system with new spells, balance, and repercussions.
- Added Mindcontrol spells: 'Follow', 'Warp', 'Release'.

## Version 1.2.2
- [Experimental] Introduced Mindcontrol spell.
- [Experimental] Ensured Mindcontrolled allies teleport to camp.

## Version 1.2.1
- [Experimental] Adjusted spells' behavior and activation conditions.
- [Experimental] Enabled AI usage for 'Action Surge' and wildshape spells.

## Version 1.2
- Addressed faction/healing issues.
- Improved AI decision-making regarding allies.

## Version 1.1.4
- Added condition for 'Calm Emotions' to exclude raging allies.
- Modified 'Silence' to break concentration post-combat.

## Version 1.1.3
- Disallowed the AI from using any of the 'Call Allies' end fight spells

## Version 1.1.2
- Implemented QOL changes.

## Version 1.1.1
- Restructured files and added checks for conditions.
- Removed buff duration limitation on disabling AI spell.

## Version 1.1
- Fixed spell distribution method via script extender.
- Renamed files for clarity on AI allies' versions.
- Refined archetypes to reduce friendly AOE damage.
- Fixed duplicate selection issue with 'Choose AI' spell.
- [Main File Only] Added a small buff that only applies to the AI to compensate for them sometimes skipping the first 2 turns at the start of combat, if the AI skips a turn then they will get a 'Dodging' buff to simulate them focusing on dodging for that turn, so you won't feel like they're doing nothing that turn.

## Version 1.0.10
- Fine-tuned archetype priorities for melee/ranged and healer behaviors.

## Version 1.0.9
- Modified Healer archetype's targeting based on health.
- Resolved 'Cancel all AI' spell issue in combat only version.
- Tweaked Melee/Ranged archetype preferences.

## Version 1.0.8
- Added General/Random AI archetype with unpredictable behavior.

## Version 1.0.7
- Equalized differences between versions.
- Resolved specific archetype behavioral issues.

## Version 1.0.6
- Addressed mage AI application in 'Combat Only' version.
- Introduced AOE spell to disable AI on demand.

## Version 1.0.5
- Enabled 'Dash' for Companions and Summons.
- Further refined certain archetypes.

## Version 1.0.4
- Updated archetypes.
- Launched combat-only AI version.

## Version 1.0.3
- Corrected spell usage.
- Added SE version compatibility.

## Version 1.0.2
- Fixed issue with AI deactivating spontaneously.

## Version 1.0.1
- Minor adjustments to status descriptions.