What's the latest preferred method for timers? I was using some simple drop-timers (having a single mob encounter patrol off a platform into a cave intersection hole. Works great when testing, but not when published.
Do I need to use combat timers now? Thanks...
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So, if you want the mob to appear outside of the map when the player enters the room, and then proceed to walk off a cliff, the player needs to trigger that event while inside the mobs Encounter Area.
Locksheon Gaming
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I wonder if I can "trick" it a bit - by having mobs on both sides of the player (but far away) - so the encounter area is near the player... hmm...
Strange how it works perfectly in the editor, but not when published. Ah well.
The Cursed Emerald:
The range is still 256 feet, with a caveat that it expands to 280+ feet if the PC is combat thanks to the new larger social aggro range.
Mobs won't necessarily path off a cliff, they will find the nearest safe spot, but only on the live server.
For pathed drop timers, I use floors that are angled so one end dips below the deathplane to achieve timers.
For stationary drop timers, I place a floor 1 foot below the deathplane. That way the mobs won't relocate to a safe location, since there is geometry below them.
With three traps, it takes about 2.5 seconds to kill a level 70 mob from my testing.
About 6.5 seconds for a single trap.
And about 4.5 seconds for two traps.
You could combine this with guard / hard mob kills to speed it up I imagine.
Locksheon Gaming
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Oh! Traps are scaling with level AND causing an injury? I don't think I noticed that.
Are traps now a set percentage of max hitpoints?
Encounter Matrix | Advanced Foundry Topics
I ended up using a combination of trap timers (pretty much as described above, though I did have imps spawn into my play area when I tried the portal - so I ended up using single-unit guard encounters). If I just wanted to kill the mob quickly, I used spike traps.
But I found that plague-cracks do very consistent damage, about ~5% of the victims health each second. So it didn't matter which mob I used as the victim. Since they stack, I could control the timer duration by using different quantities of cracks: 1 for ~21 seconds, 2 for ~14 seconds, 3 for ~7 seconds, etc. (I needed fairly consistent/accurate times for some patrolling/interacting NPCs.)
I have the traps set up about 75' from the player, and they seem to work well.
The Cursed Emerald:
Yeah, annoying. I had mobs "jump" through about 50' of "non-room" space on an interior map to get to my PC about 60' away. I put a couple invisible rings around the hidden mobs and that seems to have taken care of it.
In my Cult of the Dragon contest entry my "underground" mobs were spawning 100' ABOVE their platform onto the terrain.
I spend more time "fighting" to adjust to whatever non-helpful "help" Cryptic implements for mob AI for timer/logic workarounds. Very annoying.
Encounter Matrix | Advanced Foundry Topics