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Kizuyo

[Feedback] Bermesiah's AI Overhaul

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This overhaul is intended to help bring Grand Chase dungeons back to its former glory by restoring some of the lost difficulty of the game by tackling several departments of a dungeon and giving it a well needed touch-up. The department we'll be tackling first will be Artificial Intelligence (AI) in the monsters of Bermesiah giving most of the monsters some much needed changes to make them a bit more aggressive and be able to defend themselves against players.

Please note that all the changes listed below are NOT final and are bound to change as we receive feedback on ways we can improve the monsters even further. These changes were made based on what we felt was wrong with certain monsters and what we thought can be done to improve them further with countless runs of Bermesiah to confirm if these changes were appropriate enough to ship out.

We also ask you to keep in mind that Bermesiah is a beginner continent and we wanted to ensure that the difficulty does not become too high until much later as so, many players might not notice a change in the AI at all.

List of Changes:

 

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All Monsters in Bermesiah

  • Implemented a new feature where monsters that have knocked down states will receive 20% less damage while laying on the floor.
  • Implemented a new feature where monsters that have damage reactions (animations) will receive extra super armor time upon going back to Idle. This only applies to the following reaction(s):
      - Any reaction where the monster does not fall to the ground.
      - Any reaction where the monster starts to stand up.
  • Fixed a long-term bug where it was possible to bug a monster with some aerial attacks causing them to bug up and become stuck in the air and invincible, usually causing players to have to restart the dungeon.
  • Added several particles and sound effects to many monster's attacks that are listed below. These examples range from Harpies, Orcs, and more!

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Trial Forest

Slime:
- Increased Aggressiveness
- Fixed a bug with the Slime's tackle attack where its hitbox was hitting players behind the Slime.
- Changed the behavior of the Slime's tackle attack and made the hitbox linger until the slime lands on the ground, furthermore changed the knock up into a mini stun.

Mushmon:
- Increased Aggressiveness
- Fixed a bug with the Mushmon's headbutt attack where its hitbox was hitting players behind the Mushmon.

Goblin:
- Increased Aggressiveness

Treant:
- Increased Aggressiveness
- Added the Treant's removed rooting attack where the Treant places its hands into the ground rooting any nearby players back into its random action pool.
- Changed the behavior of the Treant's rooting attack and made it so it's only used when the Treant attacks a total of five (5) times.

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 Trial Tower

Slime:
- Increased Aggressiveness
- Fixed a bug with the Slime's tackle attack where its hitbox was hitting players behind the Slime.
- Changed the behavior of the Slime's tackle attack and made the hitbox linger until the slime lands on the ground, furthermore changed the knock up into a mini stun.

Goblin:
- Increased Aggressiveness

Stone Goblin:
- Increased Aggressiveness
- Increased the Detection Radius of a Stone Goblin's stone throw in an effort to have a Stone Goblin detect players from further away.

Wendy:
- Increased Aggressiveness
- Added Wendy's removed earthquake attack where Wendy slams the ground with both hands knocking the player up back into her random action pool.
- Changed the behavior of Wendy's damage check and replaced one of the possible random attacks that are used when Wendy is damaged a lot with her earthquake attack.
- Changed the behavior of Wendy's roll attack and made it so instead of knocking the player up and being single hit, it'll deal multiple hits and carry the player through the roll.

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Outer Wall of Serdin

Goblin:
- Increased Aggressiveness

Stone Goblin:
- Increased Aggressiveness
- Increased the Detection Radius of a Stone Goblin's stone throw in an effort to have a Stone Goblin detect players from further away.

Orc:
- Increased Aggressiveness
- Implemented (1) new check(s): A orc will now attack back at random if it is attacked constantly.
- Changed the behavior of the Orc's special attack where it charges up for a hard strike and made it so just before it strikes, the Orc delays a bit and knocks the player further away and into the air.

Orc Warrior:
- Increased Aggressiveness
- Added the Orc Warrior's hammer swing attack where the Orc Warrior swings its hammer quickly in front of it into its random action pool.
- Added the Orc Warrior's triple hammer swing attack where the Orc Warrior prepares and executes a triple barrage of hammer swings into its random action pool.
- Added the Orc Warrior's charged hammer swing attack where the Orc Warrior charges and then swings its hammer with overwhelming force into its random action pool.
- Added the Orc Warrior's earthquake attack where the Orc Warrior smashes the ground with its hammer knocking the player up into its random action pool.
- Added the Orc Warrior's axe smash attack where the Orc Warrior charges, jumps, and then smashes the ground with overwhelming force into its random action pool.
- Added the Orc Warrior's rush attack where the Orc Warrior rushes forward knocking anything in front of itself away into its random action pool.

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Kerrie Beach

Crooked Crab:
- Increased Aggressiveness
- Added the Crooked Crab's removed claw knock up attack where the Crooked Crab charges up for a attack and knocks players up back into its random action pool.

Blue Slime:
- Increased Aggressiveness
- Fixed a bug with the Blue Slime's tackle attack where its hitbox was hitting players behind the Blue Slime.
- Changed the behavior of the Blue Slime's tackle attack and made the hitbox linger until the blue slime lands on the ground, furthermore changed the knock up into a mini stun.

Harpy:
- Increased Aggressiveness
- Implemented (2) new attack(s): Air Charge (The Harpy will charge at the player) and Air Projectiles (The Harpy will fire feathers at the player).
- Implemented (1) new check(s): A Harpy will now fly back up upon leaving the map through the ground (and down if it goes too high up). This will only apply to select early dungeons.

- Fixed a bug with a Harpy's mini-charge attack where it would not be used if the player was too close to the player.
- Overhauled how a Harpy flies and copied some things from the Harpy Queen.
- Increased the Detection Radius of a Harpy in an effort to have a Harpy detect players from far away.
- Decreased the amount of time a Harpy remains flying. Furthermore, added Air Charge and Air Projectiles to the possible actions list while flying around.

Harpy Queen:
- Increased Aggressiveness
- Implemented (2) new attack(s): Short Air Charge (The Harpy Queen will charge at the player).
- Implemented (1) new check(s): The Harpy Queen will now fly back down upon going too high in the stage.
- Fixed a bug with the Harpy Queen's mini-charge attack where it would not be used if the player was too close to the player.
- Fixed a bug with the Harpy Queen's "DANGER MOVE" where she was able to fly around while casting it.
- Increased the Detection Radius of the Harpy Queen in an effort to have a Harpy detect players from far away.
- Decreased the amount of time the Harpy Queen remains flying. Furthermore, added Short Air Charge to the possible actions list while flying around.

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Orc Temple

Orc:
- Increased Aggressiveness
- Implemented (1) new check(s): A orc will now attack back at random if it is attacked constantly.
- Changed the behavior of the Orc's special attack where it charges up for a hard strike and made it so just before it strikes, the Orc delays a bit and knocks the player further away and into the air.

Orc Warrior:
- Increased Aggressiveness
- Added the Orc Warrior's hammer swing attack where the Orc Warrior swings its hammer quickly in front of it into its random action pool.
- Added the Orc Warrior's triple hammer swing attack where the Orc Warrior prepares and executes a triple barrage of hammer swings into its random action pool.
- Added the Orc Warrior's charged hammer swing attack where the Orc Warrior charges and then swings its hammer with overwhelming force into its random action pool.

Stone Orc:
- Increased Aggressiveness
- Added the Stone Orc's removed axe swing slash where the Stone Orc slashes in front of itself twice back into into its random action pool.

Orc Lord:
- Increased Aggressiveness
- Added the Orc Lord's hammer swing attack where the Orc Lord swings its hammer quickly in front of it into its random action pool.
- Added the Orc Lord's triple hammer swing attack where the Orc Lord prepares and executes a triple barrage of hammer swings into its random action pool.
- Added the Orc Lord's charged hammer swing attack where the Orc Lord charges and then swings its hammer with overwhelming force into its random action pool.
- Added the Orc Lord's earthquake attack where the Orc Lord smashes the ground with its hammer knocking the player up into its random action pool.
- Added the Orc Lord's axe smash attack where the Orc Lord charges, jumps, and then smashes the ground with overwhelming force into its random action pool.
- Added the Orc Lord's rock slide attack where the Orc Lord smacks the ground lightly twice then does a hard smash causing a rock slide to form in the direction of the Orc Lord into its random action pool.
- Added the Orc Lord's rush attack where the Orc Lord rushes forward knocking anything in front of itself away into its random action pool.

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Gorgos' Dungeon

Red Slime:
- Increased Aggressiveness
- Fixed a bug with the Red Slime's tackle attack where its hitbox was hitting players behind the Red Slime.
- Changed the behavior of the Red Slime's tackle attack and made the hitbox linger until the red slime lands on the ground, furthermore changed the knock up into a mini stun.

Gon:
- Increased Aggressiveness

Gorgon:
- Increased Aggressiveness

Red Gorgos:
- Increased Aggressiveness
- Implemented (1) new attack(s): Fireball (The Red Gorgos will spit out a Fireball in the direction of the player which will apply a burning dot). Further changes will be made to the Red Gorgos' Fireball attack next patch as we work on making it as good as possible and fixing any issues revolving it.
- Fixed a bug with the Red Gorgos' summoning shout where it was not being used at all.
- Fixed a bug with the Red Gorgos' triple charge attack where its hitbox was very small and usually missed more than 70% of the time.
- Added the Red Gorgos' removed summoning shout where the Red Gorgos shouts to summon minions to aid it in battle back into its random action pool.
- Changed the behavior of the Red Gorgos' jump and made it so upon the Red Gorgos' landing an earthquake occurs.
- Changed the behavior of the Red Gorgos' jumping check and made it not jump as much when the Red Gorgos is very close to the player.

- Changed the behavior of the Red Gorgos' fire breath attack and made the breath spray around like a whip instead of spraying in a singular direction. Furthermore, buffed the attack by about 10%.
- Increased the hitbox size of the Red Gorgos' swiping attack in an effort to make it fit his size more and miss players less.
- Decreased the hitbox duration of the Red Gorgos' dash attack to fix an issue where the hitbox lingered for much longer than the dashing portion of the animation.

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Elven Forest

Harpy:
- Increased Aggressiveness
- Implemented (2) new attack(s): Air Charge (The Harpy will charge at the player) and Air Projectiles (The Harpy will fire feathers at the player).
- Implemented (1) new check(s): A Harpy will now fly back up upon leaving the map through the ground (and down if it goes too high up). This will only apply to select early dungeons.

- Fixed a bug with a Harpy's mini-charge attack where it would not be used if the player was too close to the player.
- Overhauled how a Harpy flies and copied some things from the Harpy Queen.
- Increased the Detection Radius of a Harpy in an effort to have a Harpy detect players from far away.
- Decreased the amount of time a Harpy remains flying. Furthermore, added Air Charge and Air Projectiles to the possible actions list while flying around.

Orc:
- Increased Aggressiveness
- Implemented (1) new check(s): A orc will now attack back at random if it is attacked constantly.
- Changed the behavior of the Orc's special attack where it charges up for a hard strike and made it so just before it strikes, the Orc delays a bit and knocks the player further away and into the air.

Stone Orc:
- Increased Aggressiveness
- Added the Stone Orc's removed axe swing slash where the Stone Orc slashes in front of itself twice back into into its random action pool.

Orc Warrior:
- Increased Aggressiveness
- Added the Orc Warrior's hammer swing attack where the Orc Warrior swings its hammer quickly in front of it into its random action pool.
- Added the Orc Warrior's triple hammer swing attack where the Orc Warrior prepares and executes a triple barrage of hammer swings into its random action pool.
- Added the Orc Warrior's charged hammer swing attack where the Orc Warrior charges and then swings its hammer with overwhelming force into its random action pool.

Troll:
- Increased Aggressiveness
- Added the ability for the Troll to jump to other platforms instead of only being able to do its special jump attack into its random action pool.
- Fixed a bug with the Troll's triple nail assault attack where the hitbox was a bit erratic and did not match the animation. Furthermore, the final hit will knockdown instead of simply stun.
- Fixed a bug with the Troll's triple nail assault attack where the third (3) and final hit happened a bit earlier than usual.

- Increased the hitbox of the Troll to prevent players from easily clipping through most actions from the Troll.

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Gorge of Oath

Harpy:
- Increased Aggressiveness
- Implemented (2) new attack(s): Air Charge (The Harpy will charge at the player) and Air Projectiles (The Harpy will fire feathers at the player).
- Implemented (1) new check(s): A Harpy will now fly back up upon leaving the map through the ground (and down if it goes too high up). This will only apply to select early dungeons.

- Fixed a bug with a Harpy's mini-charge attack where it would not be used if the player was too close to the player.
- Overhauled how a Harpy flies and copied some things from the Harpy Queen.
- Increased the Detection Radius of a Harpy in an effort to have a Harpy detect players from far away.
- Decreased the amount of time a Harpy remains flying. Furthermore, added Air Charge and Air Projectiles to the possible actions list while flying around.

Gon:
- Increased Aggressiveness

Drillmon:
- Increased Aggressiveness
- Added the Drillmon's removed pierce attack where the Drillmon does a spin in place then charges forward back into its random action pool.

Giant Drillmon:
- Increased Aggressiveness
- Added the Giant Drillmon's removed fire orb attack where the Giant Drillmon fires an orb in the direction of a player back into its random action pool.
- Added the Giant Drillmon's removed danger move where the Giant Drillmon drills the ground causing rocks to fire in all directions back into its random action pool.
- Increased the Giant Drillmon's movement speed by about 5%.

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Marsh of Oblivion

Green Slime:
- Increased Aggressiveness
- Fixed a bug with the Green Slime's tackle attack where its hitbox was hitting players behind the Green Slime.
- Changed the behavior of the Green Slime's tackle attack and made the hitbox linger until the green slime lands on the ground, furthermore changed the knock up into a mini stun.

Toxic Toad:
- Increased Aggressiveness
- Added the Toxic Toad's removed knock-up attack where the Toxic Toad leaps towards the player back into its random action pool.
- Fixed a bug with the Toxic Toad's knock-up attack where its hitbox extended far beyond the Toxic Toad's model.
- Changed the Toxic's toad knock-up attack to instead knock-down.

Poisonous Mushroom:
- Increased Aggressiveness

Elizabeth:
- Increased Aggressiveness
- Added Elizabeth's removed rolling attack where Elizabeth gets into position and proceeds to roll forward back into her random action pool.
- Changed the behavior of Elizabeth's damage check and instead made her roll away with a chance to execute an attack.

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Forsaken Barrow

Skeleton:
- Increased Aggressiveness

Pumpkin:
- Keke.. Necromancers are pretty cool aren't they? Yes, the monster kamikaze is normal.
- Added a Defense Reduction debuff aura that is constantly being applied to players near a Pumpkin.
- Fixed a bug with the Pumpkin where upon death, it did not execute some things it should be executing.

- Changed the behavior of a Pumpkin's damage check and instead made it execute its explosion attack if attacked too much, however it won't die when it does this attack.
- Increased the health of a Pumpkin by [50%].

Zombie Orc Warrior:
- Increased Aggressiveness
- Added the Zombie Orc Warrior's hammer swing attack where the Zombie Orc Warrior swings its hammer quickly in front of it into its random action pool.
- Added the Zombie Orc Warrior's triple hammer swing attack where the Zombie Orc Warrior prepares and executes a triple barrage of hammer swings into its random action pool.
- Added the Zombie Orc Warrior's charged hammer swing attack where the Zombie Orc Warrior charges and then swings its hammer with overwhelming force into its random action pool.

Zombie Stone Orc:
- Increased Aggressiveness
- Added the Zombie Stone Orc's removed axe swing slash where the Zombie Stone Orc slashes in front of itself twice back into into its random action pool.

Lich:
- Increased Aggressiveness
- Added the Lich's removed rooting attack where the Lich ensnares the player with arms from below back into its random action pool.
- Changed the hitbox of the Lich's staff stab attack to suit the size of his staff a bit more. Furthermore, the hit will no longer knock players away for miles.

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Forgotten City

Paraminimi:
- Increased Aggressiveness

Mini Stone Golem
- Increased Aggressiveness
- Added the Mini Stone Golem's removed swing attack where the Mini Stone Golem swings its arm with force to knock enemies away back into its random action pool.

Stone Troll:
- Increased Aggressiveness
- Added the ability for the Stone Troll to jump to other platforms instead of only being able to do its special jump attack into its random action pool.
- Fixed a bug with the Stone Troll's triple nail assault attack where the hitbox was a bit erratic and did not match the animation. Furthermore, the final hit will knockdown instead of simply stun.

Paradom:
- Increased Aggressiveness

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Gaikoz's Castle

Ghost Blader:
- Increased Aggressiveness
- Added the Ghost Blader's removed triple slash attack where the Ghost Blader slashes three times repeatedly in front of itself back into its random action pool.

Ghost Shooter:
- Increased Aggressiveness
- Added the Ghost Shooter's removed rifle smack attack where the Ghost Shooter smacks any enemy in front of it with its rifle if within close proximity back into its random action pool.

Ghost Priest:
- Increased Aggressiveness
- Added the Ghost Priest's removed damage zone attack where the Ghost Priest conjures a zone near the player that inflicts constant damage and haste if the player is inside of it back into its random action pool.

Ghost Samurai:
- Increased Aggressiveness
- Added the Ghost Samurai's removed AoE attack where the Ghost Samurai positions itself and slashes all around itself back into its random action pool.

Gaikoz:
- Increased Aggressiveness
- Fixed a bug with Gaikoz's running check that sometimes caused Gaikoz to never run despite having sufficient distance between himself and the player.
- Fixed a bug with Gaikoz's running where he was failing to execute a specific version of the dash attack while running.
- Changed the behavior of Gaikoz's rock slash attack and added a small stun that is applied upon contact with a player.
- Changed the hitbox size of Gaikoz's dash attack slice to fix an issue where the dash attack had a high chance to not hit at all while Gaikoz is moving.
- Increased the size and speed of the rocks thrown by Gaikoz's rock slash attack.
- Decreased the speed of Gaikoz while he is executing his dash attack to fix an issue where the dash attack had a high chance to not hit at all while Gaikoz is moving.

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That is all we've applied for now! There are a couple of other changes that aren't exactly related to AI such as minor stat changes to the attack and defense attribute of monsters which we will be tackling head-on at a later date but some of it is already applied with this update. It is also possible we didn't list some of the new changes, but we'll update the list above if we discover anything missing.

Some monsters might act bizarre or not function properly after this update. If you come across a monster that seems to not be functioning properly then please make a post in this thread informing us of what you have found. We will be having many updates along the week updating the AI to make sure everything is stable and on par with what is listed above

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You can drop off any feedback and suggestions you have regarding the overhaul below!

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