Each class has its own attitude towards life. For example, the Thieves want money, but that motivation is compensated by high level of cowardice. They are the first to look for a reward, but will also be the first to desert in the battlefield. The motivation system also helps the player decide which monsters to attack using levels of attractiveness.
Another change we made was regarding the characters' motivation to retreat. In Majesty, heroes started to run when they didn't have enough health. Now, in Majesty 2, a hero constantly estimates danger around him or her, compares it to his or her characteristics, health and courage, and then decides whether or not it is necessary to run away.
I agree, it seems reasonable and pretty much what could be expected.Hassat Hunter said:Indeed, and they are welcome changes to the AI-system.
I told you (Alfryd) the devs would learn from the AI mistakes in MKFS1, but just not made it the military system that acts like a RTS-player .
Flawless victory!Another change we made was regarding the characters' motivation to retreat. In Majesty, heroes started to run when they didn't have enough health. Now, in Majesty 2, a hero constantly estimates danger around him or her, compares it to his or her characteristics, health and courage, and then decides whether or not it is necessary to run away. This is especially pronounced during a battle. Let's say a few heroes and monsters are fighting in a battle. The heroes see allies around them and this gives them confidence; they feel good and are eager to fight. But then monsters get reinforcements (for example, a huge terrible giant), causing a shift in the superiority of forces. For a short period of time, the heroes continue to fight, hoping the situation will change. But, when a couple of friendly heroes turn into neat graves and the cowardly Thieves leave the battle, the rest of the heroes would reevaluate the situation and run for their lives to a city under the protection of the guilds' towers and walls. The monsters would chase them, and a player would have to hold the city in a storm organized by his or her own heroes.
I agree- ideally, there should be some internal 'danger map' of the area for the purpose. Still, it might not hurt to have some extra tools to complement hero AI.housefish said:In regard to the fear flags, it will be interesting to see how the fear flags will work when technically any hero not in the area should be paid. Also if the heroes are supposed to evaluate there situation and determine if they should be fighting or not wouldn't the lower level heroes avoid the dangerous areas anyway?.
Good question- I think they're using weapons, though.I wonder what hero the ladies in the blue pants are...healer perhaps?
It does look very encouraging.Fredrik II said:
fudd_bopo said:I'm not sure if they're bird houses or graves. o
I'd guess those female heroes are rogues, thieves or something.
I'd imagine that the fear flags represent the Sovereign spending money to spread the word that the area is dangerous, with the degree to which the flag is heeded determined by the amount of money spent (representing just how much effort the Sovereign put into publicising the danger). The flag then remains until the Sovereign decides to pull down the posters (in-game, cancels the flag).Alfryd said:I agree- ideally, there should be some internal 'danger map' of the area for the purpose. Still, it might not hurt to have some extra tools to complement hero AI.
I just hope it isn't a case of 'put money into fear flags to scare heroes away' with no direct explanation of why the heroes care about your flag.