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This page was last updated on 21 October 2014, 7:44AM
- Changelogs
-
-
Version 1.0.0
- =====================================================
version: 1.0.0
=====================================================
---- ATTACK
- Sneaky Bastard feature is removed.
- Attack Command no longer prevents your archers from moving toward Enemy
---- CONDITIONS
- CreaturesList for friendly *TargetTypes* (eg. [TeamMembers]) is sorted by proximity
to [Self] (the same as it is for TargetType [Enemy])
- Disabled experimental conditions in [CombatStatus] (aka [GameMode]): "OnCombatStart"
and "Strategies" (they should be hidden long ago)
---- BEHAVIORS
There are two version of each Behavior: Standard that moves toward Main Controlled Character and Stationary that do no move.
- Default
> Avoid AOE: YES
> Switch to Melee Weapon: NO
> Switch to Ranged Weapon: NO
> Ranged Attack: Enemy in Line of Sight (prefer current)
> Melee Attack: Enemy within Medium range of any TeamMember (prefer current)
- Passive
Passive neither switches weapon nor attacks enemies. It is intended for
characters that are fully controlled by TacticTable.
> Avoid AOE: YES
> Switch to Melee Weapon: NO
> Switch to Ranged Weapon: NO
> Ranged Attack: not at all
> Melee Attack: not at all
- Aggresive
Aggresive is intended for characters that charge toward enemies.
Aggresive attacks and looks for enemies on much greater area than Default.
> Avoid AOE: YES
> Switch to Melee Weapon: NO
> Switch to Ranged Weapon: NO
> Ranged Attack: Enemy in Line of Sight (prefer current)
> Melee Attack: Enemy within 2xMedium range of any TeamMember (prefer current)
- Ranged
Ranged is intended for archers. It strongly prefers ranged weapon,
tries to avoid Nearby Enemies and doesn't attack in melee.
> Avoid Nearby Enemies: YES
> Avoid AOE: YES
> Switch to Melee Weapon: NO
> Switch to Ranged Weapon: when no Enemies within Short range of Self
> Ranged Attack: Enemy in Line of Sight (prefer current)
> Melee Attack: not at all
- Cautious
Cautious is intended for support characters. Attack on current target is
continued but it doesn't choose a new one. Cautious doesn't want to draw
opponents attention.
> Avoid AOE: YES
> Switch to Melee Weapon: NO
> Switch to Ranged Weapon: NO
> Ranged Attack: Current Attack Target if in Line of Sight
> Melee Attack: Current Attack Target if within 2xShort range of Self
- Defensive
Defensive prefers to attack from distance but he doesn't escape from
enemies. Defensive switches to melee and engages opponents if they are close enough.
> Avoid AOE: YES
> Switch to Melee Weapon: when an Enemy within 2xShort range of Self
> Switch to Ranged Weapon: when no Enemies within Medium range of Self
> Ranged Attack: Enemy in Line of Sight (prefer current)
> Melee Attack: Enemy within Medium range of Self (prefer current)
- Protective
Protective is intended for fighters that use bow but melee weapon is their
primary weapon of choice. This behavior switches to bow when there is no enemies
in proximity so fighter can weaken opponents before clashing in melee.
Fighter immediately switches to melee and attacks any enemy if he come too close
to any TeamMember. This way Protective can efficiently protect Support characters.
> Avoid AOE: YES
> Switch to Melee Weapon: when an Enemy within 2xShort range of any TeamMember
> Switch to Ranged Weapon: when no Enemies within Medium range of all TeamMembers
> Ranged Attack: Enemy in Line of Sight (prefer current)
> Melee Attack: Enemy within Medium range of any TeamMember (prefer current)
- Templar
Templar is like Default behavior but has Avoid AoE feature disabled. It is
intended for characters with high magic/elemental resistance and/or using
Indomitable/ShieldWall.
> Avoid AOE: NO
> Switch to Melee Weapon: NO
> Switch to Ranged Weapon: NO
> Ranged Attack: Enemy in Line of Sight (prefer current)
> Melee Attack: Enemy within Medium range of any TeamMember (prefer current)
- =====================================================
-
Version 0.913
- bugfix: Invisible Wall Robust Fix - Invisible Wall Robust Fix autodetects current char_stage thus it should be compatibile with all mods that add new companions. Tested with Karma's Companions addin.
- bugfix: All Invisible Walls spawned by previous versions of EMAT will be automatically removed once you give any order to your Hero.
- runscript mk_fix_invisible_wall: If your hero is unavailable (eg. your mage is alone in Fade during Arl Eamon quest) you may use console to remove Invisible Walls.
- runscript mk_test_storage: You can also perform compatibility check using console (it should be compatybile with everything but just in case).
-
Version 0.912
- - bugfix: AI Status:Dead was not working for friendly Target Types(Party Member, Team Member etc.)
- - bugfix: Script Timeout error message was appearing when character died. Should now appear only when real Script Timeout occurs. EVENT_TYPE_DEATH is no longer listened for.
- - Change: Abilities from Awakening and from DLCs are now visible for following Conditions: Is valid for ability, Is affected by spell, Is affected by talent
-
Version 0.911
- - bugfix (mobs and characters stand still and don't attack) : added missing dependency files for eventmanager
-
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