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Author Topic: Age of Redemption - 2009 Edition (Coming Soon)  (Read 3369 times)

Javokis

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Age of Redemption - 2009 Edition (Coming Soon)
« on: 2009-04-13, 22:19:35 »

Planned for this next weekend (April 18th or 19th) is the 2009 edition of the Age of Redemption mod. Here's what will be in it:

-Full plot and quests retained for multiplayer gaming.
-No need to quit multiplayer games to transition to next chapters. Prague, Vienna, London, and New York are all joined together.
-Ability to advance the Age of Redemption scenes using the scene pane in multiplayer.
-Much more aggressive AI profile from enemies
-Party AI fixes. No more inability to cast discipline issue. No more Serena crashes on using Shambling Hordes issue.
-Finally can turn off party AI profiles without dealing with the NSI default AI system.
-Progressive enhancements for certain disciplines that normally don't have any real progression like Firestorm, Flamering, and Flash.
-New look for Firestorm (still in development).
-Motion fixes for enemies.
And more.

Since the Age of Redemption mod had to be rebuilt from scratch, everything about it will be a clean slate. Starting this next weekend, I'll be running multiplayer tests on the 2009 edition of AoR. The first 2009 edition will be an open beta test where I hope to work out any major bugs that might occur with clients. I hope to have beta testers for this so let me know if you'll be available this next weekend.
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Javokis

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Re: Age of Redemption - 2009 Edition (Coming Soon)
« Reply #1 on: 2009-04-15, 23:20:48 »

So far testing has gone very well for the new (much more difficult) ai system. Both party members and enemies will make use of disciplines they never considered before in a manner not so random anymore.

AI's will now know what each discipline does and when best to use a discipline in a given situation. Cappadocians (like Serena) will use Shambling Hordes on dead enemies (no more crashes), Tremere will know how to use Prison of Ice properly, all vampires with proper feeding animations will feed when they need blood to the point of killing the subject rather than just randomly stopping, enemies will make use of healing even when under stress, and AI's no longer run in fear when badly injured. Instead the AI will go into a frenzy, countering any fears they may have been subject to. Using dreaded gaze on a vampire or ghoul will also throw them into a frenzy. Many "buff" powers will only be used when blood is at least 75% of blood pool.  AI's with obfuscate powers or invisibility will use those powers when an enemy is nearby even if the AI can't see the enemy. This unique feature causes Nosferatu to disappear long before you move into line of site to try and kill them. AI's with heightened senses or true sight will use those powers when an enemy AI is nearby using obfuscate or invisibility.

Powers like Call Lightning and Firestorm have been modified with a new look and a powerful destructive enhancement over their old counter-parts. The Tremere AI and any party member given these powers will use them much more wisely - mainly Firestorm (AI's only use Firestorm when surrounded by multiple enemies). The AI will only use Call Lightning if the enemy is at a distance because call lightning can damage the caster and all nearby allies as well as enemies.

Buff powers like Fortitude and Potence are only used when blood is fairly full. Celerity will only be used when multiple enemies are nearby AND blood is fairly full. The AI wont use Blood Buffs anymore. The AI doesn't use "mind" disciplines anymore either. 

You've been warned.
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Javokis

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Re: Age of Redemption - 2009 Edition (Coming Soon)
« Reply #2 on: 2009-04-16, 10:56:51 »

I'll be working on balancing Prison of Ice out today. My plans for Prison of Ice:

-No damage to vampires, but will still freeze them.
-Humans will take increased damage
-Everyone will be able to resist with a contest of caster's Intelligence vs. target's Stamina.
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