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All posts created by Bob

Bob
BlackMoria
Damage test - damaged one Ogre to 1/2 of health and then I withdrew to my established leash point. What is interesting here is the Ogres only came out half of the distance to the road and leashed. What is strange is ALL of them did this - not just the damaged Ogre. It was almost like they had a 'pack' AI. What I expected was the damaged Ogre to leash early, and the others to come to me at the leash point. They kept together for some reason. Again, I am not sure why this behavior. I repeated this experiment with a similar mob with a purple and the reds 'packed' together but the purple followed me out to the leash point.

This is just some early observations so far. Perhaps Bob can confirm if this is what the behavior should be.

Yup, that's actually always been the case. As soon as one team member leashes back, it tells all the other team members "Hey, my target is trying to draw us out too far, stop chasing them." It's just that before they all had the same leash range, so they tended to all be lumped pretty close together when that decision got made. However, you'd notice in situations where a ranged unit managed to keep firing on you while melee units got close, then you started backing away. The ranged unit would be quite a bit further back in that case when the melee units hit the leash range, but they'd all turn around and run back at the same time.

However, the team only forgets that one target, so the effect is different when there's a group of players. Then the team just switches to a different target, assuming multiple players are on the team hate list, so only the leashed mob heads back to its spawnpoint.
Bob
The overall intent of the leashing changes was to make it harder to avoid engaging with the bulk of the mobs at any given encounter. Most of the time, as long as you keep the combat relatively close to the encounter site, the mobs shouldn't really leash much more often than before. Their new leash ranges, even after they're damaged, should usually keep them from leashing back even if they have to come all the way out to get within melee range of you if you originally triggered them by firing on them from your max range. On the other hand, if you keep backing up and drawing them further out, they'll probably leash back eventually.

There are also some interesting issues if you're fighting alone and try to tackle a particularly large encounter. That's because mobs on the opposite side of the encounter have to move a long distance from their spawn point just to cross the encounter, so those specific mobs may not be able to move very far from the encounter before leashing back. If you're on your own, then as soon as those mobs leash back, they tell all the other mobs on their team to forget about you, so all those mobs leash back too. If you're in a group, then those mobs are likely to have at least some hate for other members of your group, and will likely just switch to them instead of leashing back. If you're by yourself, you'll probably have to fight such encounters closer in, or focus on smaller encounters without so much distance between mobs.

This change will undoubtedly require some new tactics, and will also require some reevaluation of which encounters each group (particularly individuals and small groups) can and can't handle. And, as always, we'll make adjustments as we see how things play out.
Bob
I just added the rules for this to the original post, and things will be kicking off tomorrow (Thursday) morning shortly after Daily Maintenance (so around 10 AM Pacific). I'm still open to switching the assigned hexes around for any settlement that prefers another unassigned hex, or can find someone willing to make a trade. I'll actually be willing to make changes even after things start up, though the sooner a request is made, the sooner you'll be able to start working on your preferred hex.
Bob
These are the Release Notes for Early Enrollment v16.1. The release build of EE 16.1 has been running on the Test Server since Tuesday, December 18 and was deployed to Live on Wednesday, December 19.

What Is In This Release

This release adds the ability to run escalation sequences in the monster hexes, with each completed escalation followed by the next one in the sequence ten minutes later. There's also a new secret escalation, tougher and more rewarding than all the previous escalations, which for now will only be available at the end of a complete sequence that includes all the escalations. Significant changes were also made to the AI for target acquisition and leash ranges. As always, multiple other improvements were also made to various systems in order to keep steadily improving the overall player experience.

Full Release Notes

Escalations:
  • Monster hexes can now run sequences of escalations, with each completed escalation replaced by the next escalation in the sequence after a ten minute delay. For now, these sequences are reserved for special events.
  • Our holiday event, The Nhur Athemon Sequence, will end with a new secret escalation, tougher and more rewarding than all the previous escalations.

AI/Creatures/Combat:
  • Creatures have individualized leash ranges, with longer attack ranges generally translating to shorter leash ranges. They also partially reduce their leash ranges as they take damage.
  • Creatures take Line of Sight into account when considering whether to switch targets.
  • Creatures take Line of Sight into account when considering whether to switch targets.
  • All creatures now use initial attacks with a range at least as high as their other attacks.
  • Nhur Athemon and the Atrophied Lich no longer stand still.
  • Some ninjas are now ranged.
  • Regeneration buffs, such as Righteousness, once again provide their full regeneration bonus.

UI:
  • Output quantity is once again displayed properly on the Crafting Window.
  • Random Shojinawa Masters display the correct unit name above their heads.
Bob
BlackMoria
"The initial attacks for all mobs now have a range at least as high as their other attacks." - Huh? What does this mean?

When you first trigger a mob, they start off trying to do what we refer to as their initial attack, and they'll keep trying to do that attack until they manage to hit a target with it. If that initial attack is a melee attack, that means they'll keep trying to get into melee range until they manage to hit someone. If that mob was really intended as a ranged attacker, that means they won't start doing their ranged attacks until they manage to first get into melee range. In theory that can give those mobs some interesting combat flavor, but currently it can often mean they never manage to play their ranged role in mixed combat. Until we can revisit things and make some of these behaviors a bit more complex (give the mobs the ability to charge into melee range, have them get frustrated and switch to their longer-ranged attacks), I've changed it so that all mobs can fire off their initial attacks from at least as far away as the primary and secondary attacks they switch to after firing off the initial attack.

BlackMoria
"Mobs have individually set leash ranges, generally based on their range, and will decrease their leash range as they take damage." - so does this mean the 30 foot range mobs have a longer lease range than the 20 foot range mobs, which leaves the melee mobs sticking close to their spawn point?

Reverse that. By "based on their range", I probably should have said more like "influenced by their range" or something like that. In general, the maximum leash range for a mob can be thought of as X - AttackRange. There are some exceptions, but the overall goal is to keep all the mobs that can attack together out as a group.
Bob
Edam
One comment: The high end part of the game already favors rogues and similar characters that can put down large stacks. High alpha damage dealers like longbow archers and greatsword users tend to be suboptimal in the endgame. This "leashing and going invulnerable once they take a bit of damage" thing is going to tip things even more in favor of characters that can build up a heap of stacks. It would be different if you could chase your target down as it ran away but in the current mechanic once they leash only stacks can damage them.

Valid point. I'd already been thinking we might want to reduce or remove the invulnerability just because it can be annoying to get a mob down really low and then have it suddenly leash back, so that might be a good thing to look at somewhere in here.

Fortunately, most mobs won't drop their leash ranges down too far no matter how damaged they are, so as long as you fight them relatively close to the encounter site, you usually won't have much problem. There are a few exceptions with pretty tight leashes regardless of whether or not they're damaged, so you may need to fight very close-in to keep them engaged, which of course was a large part of the goal in making this change.
Bob
I've thought about adding something with more information about the bane-related traits (Humanoid and such). However, there are some entities out there with secrets. I'm sure eventually all such secrets will be figured out and exposed, but I'd rather not give things away too early. Perhaps I can just state some of the general rules about how they get applied, then leave it to all of you to find the oddities. I'll think about it some more and figure out something.
Bob
These are the Preliminary Release Notes for Early Enrollment v16.1. We deployed a Final Candidate for EE 16.1 to the Test Server on Tuesday, December 18, and plan to deploy that build to Live during Daily Maintenance on Wednesday, December 19, assuming that it performs well during final testing.

What Is In This Release

This release adds the ability to run escalation sequences in the monster hexes, with each completed escalation followed by the next one in the sequence ten minutes later. There's also a new secret escalation, tougher and more rewarding than all the previous escalations, which for now will only be available at the end of a complete sequence that includes all the escalations. Significant changes were also made to the AI for target acquisition and leash ranges. As always, multiple other improvements were also made to various systems in order to keep steadily improving the overall player experience.

Full Release Notes

Escalations:
  • Monster hexes can now run sequences of escalations, with each completed escalation replaced by the next escalation in the sequence after a ten minute delay. For now, these sequences are reserved for special events.
  • Our holiday event, The Nhur Athemon Sequence, will end with a new secret escalation, tougher and more rewarding than all the previous escalations.

AI/Creatures/Combat:
  • Creatures have individualized leash ranges, largely based on their range. They also partially reduce their leash ranges as they take damage.
  • Creatures take Line of Sight into account when considering whether to switch targets.
  • All creatures now use initial attacks with a range at least as high as their other attacks.
  • Nhur Athemon and the Atrophied Lich no longer stand still.
  • Some ninjas are now ranged.
  • Regeneration buffs, such as Righteousness, once again provide their full regeneration bonus.

UI:
  • Output quantity is once again displayed properly on the Crafting Window.
  • Random Shojinawa Masters display the correct unit name above their heads.
Bob
The build on Zog is doing well so far, and looks like a solid Final Candidate for EE 16.1. The biggest thing in this build is the ability to run escalation sequences for our upcoming event, along with the new escalation at the end of our first sequence, which will remain out of view for now. It also has a few nice improvements you may want to take a look at before it gets deployed to Live, which we're planning to do tomorrow during Daily Maintenance. I'll put up some actual Preliminary Release Notes soon, but here are some of the highlights:

  • Ranged ninjas.
  • The initial attacks for all mobs now have a range at least as high as their other attacks.
  • Mobs take Line of Sight into account when considering switching targets.
  • Mobs have individually set leash ranges, generally based on their range, and will decrease their leash range as they take damage.
  • Nhur Athemon and the Atrophied Lich no longer stand still.
  • Output quantity is once again displayed properly on the Crafting Window.
  • Regeneration buffs, such as Righteousness, once again provide their full regeneration bonus.
Bob
Bringslite
NightmareSr
Thanks Bob just trying to be prepared. And you did say there will be more prizes than just the grand prize right?
I'll try to be patient smile
Would be great if there were some prizes that a single person settlement could earn. There are more than a few of those ABOOT the map now.

We plan on having a mix so everyone can have a meaningful goal.