Mind Flayer Magnus room regen issue

Started by Gardner Denver, August 31, 2008, 08:20:33 PM

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So.. walking around just checking stuff out today...  Head over to have a looksee at Mind Flayer Magnus...  When I peek in his room I see:

Black Wasteland
You notice chaotic vortex here.
Also here: mind flayer magus, mind flayer, mind flayer, mind flayer, mind
flayer, mind flayer, mind flayer, mind flayer, mind flayer, mind flayer, mind
flayer, mind flayer, mind flayer, mind flayer, mind flayer, mind flayer, mind
flayer, mind flayer, mind flayer, mind flayer.
Obvious exits: east, west

That's an insta kill for almost anyone in the realm right now.  There should not be this many.  I think 6 is the max?

Room numbers help :) Some rooms have higher then expected values for max mobs allowed so really the room data needs to be checked.


Its 3/787....

And my info shows the room is suposed to be max 10. so it looks doubled....

well yes and no

max regen is 10
max area is 40

However it has a control room 3/677 - So its real values are:
max regen is 15
max area is 40

Note:
Max Regen = How many monsters regen in that room.
Max Area = How many monsters are allowed in the area, ie rooms 3000-3100.
Whatever rooms you have set to follow one specific control room.

So it is working correctly based on the limited controls available via the content that I can see... Since the room was not seen to regen 20 mobs and is not over 40. At the same time we can't say it did that or anything else beyond pure speculation...

Right now the best thing to do would just be clear the room with sys powers and see if it was just a fluke occurrence... Since there are a number of possibles involved that could be happening...  It could have been dragged through there. Could be faulty regen logic checks... Really hard to tell at this point... Try to duplicate the occurrence...

My bet though would be on the create spell that mind flayer magus has. The mind flayer magus's create spell summons 10 mind flayers so more then likely there were 9 already in the room when it triggered. However I really don't think it would be a good idea to make special instance summons via spells and textblocks to follow normal regen rules though as it could cause other problems in the games content.

So what might need to be done indead is to have mob behaviors include some dispersal movement logic. Where if the number of mobs in a room exceeds the max regen they move one by one out of the room (order - last regened or summoned first to move) in a random aviable direction untill the room total is equal to or lesser then the regen max. However this type of fix could still cause problems in my eyes. Secondly if a control room's area goes out of limit there could maybe should be culling logic put in as well where a non-summoned, non-timered, non-active combat mob is removed from the game until the area returns to its max area value.

ok so Gardner did some testing on this and it looks like what is happening might be that regen is not taking into account the number of mobs spawned by the create spell. Since the regen (i.e. walk in triggered) takes place after this the easiest would be to put in logic to vary the amount of regen.

I would suggest the following possible fix when a create spell with summons is present in a room is to first switch the regen method from the instance of a player walking into the room to the player walking out of the room. And to pre-emtively increase the follow rate of any special instance (i.e. summoned) mobs which would help to disperse them into adjasent rooms as the player leaves. I'd suggest that the follow rate of these summoned mobs be increased by a percentage based on their base follow rate, perhaps 30%. The effects of this increase should only exist while in the presence of the mob with the summons create spell as well so that this change doesn't need to be tracked very long.

While we're on the subject of mind flayers, magnus or not, in that room you will get stunned 100% of the time.  If you don't kill everything in one shot, you willl die.  You can't run, heal, teleport, be teleported, or fight.