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# Changelog for AI Allies

## Version 1.4.24
- Made all Archetypes care more about their concentration spells.
- Made the Focus/Ignore orders free and removed the buffs/maluses your allies or enemies get. The previous behavior is now separated into an optional file. Main version now only affects AI priorities.

## Version 1.4.23
- Melee Fighter archetype: Increased how much this archetype wants to have enemies nearby.
- Testing some changes to wildshape, you may or may not see any changes with this. (I'm attempting to encourage the AI to use certain wildshape spells based on tiers by making some of them give a very strong and long buff but then removing this buff as soon as it's applied, this is actually similar to how the berserker archetype is encouraged to use 'Throw', just a bit more elaborate)
- Increased all archetypes' minimum movement required to consider ignoring AOO.

## Version 1.4.22
- Fixed an issue where you could get a free roll bonus from your allies in dialog for attack rolls.

## Version 1.4.21
- New order: 'Disable throwing' - Will make the target unable to throw items from their inventory. Can be useful if you want to ration resources and make them keep the potions they have to themselves and not share.

## Version 1.4.20
- Changes in version 1.4.1 accidentally removed the limitation I placed on characters to not wildshape as NPCs. it is now restored. (Reasoning was hotbar disappearing)

## Version 1.4.19
- Changed the method of giving the player spells to a more reliable one.
- Changed all allies' alignment to Chaotic Evil so that they don't betray you for the crimes you've committed. (A half joke, but if you have the NPC passive enabled then during combat they become their own person with their own faction, so they might have opinions about crimes committed against factions whom they have good (enough) relations with. This is an attempt to make them ignore your crimes and not betray you.)

## Version 1.4.18
- Healer archetype: Slightly increased how much low HP boosts a healer's priority to heal that target over doing something else.
- Fixed not being able to use the 'Block Casting' spell on characters that have turned into an NPC during combat.

## Version 1.4.17
- Buffed the Focus/Ignore target orders. Attacking priority targets will give AI controlled allies a roll bonus to attack of 1d4-1. Ignored targets will now also get a debuff, since everyone is actively staying away, they get a -1d4+1 penalty to attack rolls when they target your AI controlled characters. These are only meant to affect your AI controlled allies, you will not get an attack bonus nor will enemies get a penalty against you if you are not under AI control.

## Version 1.4.16
- Fixed non-NPC characters not getting alternative abilities that they can use when combat starts (Action Surge, Dash, etc..)

## Version 1.4.15
- Healer Archetype: Reduced the base inclination to heal by around 60%. Instead, will now dynamically increase the inclination to heal self or allies depending on how much health they are missing.

## Version 1.4.14
- Increased poison usage inclination for 'Trickster' archetype. (After some testing, I believe there is a limitation to what poisons the AI can use even when when enabling the NPC passive, Oil usage might also be limited)
- Fixed: Casting an archetype again on the same character will now also disable active AI in combat for characters with the NPC passive enabled. (They were untargetable before)

## Version 1.4.13
- Better compatibility with mods that add characters that join the player's party such as those from 'Recruit any NPC' mod.
- Changes to 'Trickster' archetype: Will attempt to flank more, deal damage slightly more, use control spells less.

## Version 1.4.12
- Modified the 'Block Casting' order. Instead of blocking all casting, it will now only block certain spell slots so that cantrips that don't cost spellslots can still be used. With this modification the following will currently be blocked: Spellslots 1-6. Warlock Spellslots 1-6. Lay On Hands Charges. Channel Divinity. Channel Oath.
- Fixed 'General Archetype' getting disabled on the character's turn if they have the NPC passive enabled.

## Version 1.4.11
- Changed the way actions are blacklisted, so now when I add certain spells or actions to a blacklist, it will only stop your allies from using them and not the enemies as well. Current actions that are blacklisted are: 'Gaseous Form', 'Guidance', 'Blessing Of The Trickster', 'Longstrider', 'Warding Bond', 'Sanctuary', 'FeatherFall', 'Disengage'. Also SPOILERS:(All of the end game abilities you get for the final fight are also blacklisted)
- Some minor tweaks to how things work behind the scenes.

## Version 1.4.10
- Made "Disable All AI" clear current allies list as well. It should already get cleared when the statuses get removed but this is just for some edge cases where it somehow didn't.
- Cleaned some of the code.

## Version 1.4.9
- Added a new Order: Block casting - When used will block the target from using spells completely. Can still attack with weapons and use weapon skills. Main usage would be to conserve spellslots on weak fights.

## Version 1.4.8
- Slightly increased Healer archetype's preference to deal damage.
- Reverted changes from 1.4.4 to archetypes.

## Version 1.4.7
- Fixed characters not getting AI statuses when entering combat after it has already started.
- NPC variants will temporarily change factions when combat starts to stop them from becoming hostile when attacking characters that are for some reason allied to their original faction. (Could also have been caused by poor relations, who knows)
- Merged the Wildshape Priority tier changes from the experimental version. I've tested a few fights and the results were mixed so I am still not sure if it's working properly but there shouldn't be any issues with including these changes.

## Version 1.4.6
- Reupload and hotfix.

## Version 1.4.5
- Added a backup method to make sure NPC characters become players again in case the initial method failed.

## Version 1.4.4
- Attempt at making characters not save their action points if current action is not executable this turn. This is to hopefully get them to use extra actions more reliably when they get them from 'Action Surge' or 'Potion of Speed'. (Sounded like a setting from DOS:2, not sure what it means in BG3 since all actions regenerate at the start of your turn anyways)

## Version 1.4.3
- Made all archetypes slightly more likely to attack a target they've just attacked.
- Attempt at making archetypes slightly less likely to go through dangerous surfaces.
- Fixed conditions for applying certain statuses.
- Removed system for giving spells based on status. This means Action Surge and Cunning acting dash modifications are removed

## Version 1.4.2 (Please cast the 'Disable All AI' spell, then disable and re-enable the NPC passive if you had it enabled after updating to avoid issues)
- Fixed some issues with handling statuses when combat ends.
- Fixed issue with application of statuses.
- Fixed conditions for disabling AI.
- Lowered item use score by 66%.
- Increased Fighter Archetype's inclination to deal damage.
- Further increased Healer Archetype's score for resurrecting.

## Version 1.4.1
- Remade a lot of parts of the mod, no more seperate spells for NPCs and non-NPCs, your characaters will now get a toggle-able passive that when toggled on will turn themselves into an NPC during combat under any archetype you want.
- Fixed warp spell working incorrectly.
- Changed method of receiving spells, you now get them immediately as you load your save.
- Removed a lot of statuses that are no longer used due to these changes. You might need to disable your archetypes before updating.

## Version 1.3.52
- New DEFAULT Archetype/mode, this one will actually use the pre-assigned archetype the character already has instead of giving them one. So the only thing this'll do is give control to the AI during combat. Available as both non-NPC and NPC variants.
- Fixed an issue where the 'NPC General' Archetype doesn't get removed and is overwriting all other archetypes. (if you are affected then it will automatically fix it for you within 10 seconds of loading the save)

## Version 1.3.51
- Combat will now pause momentarily (2 seconds) when it begins to give the AI time to initialize properly. I've noticed improvements in performance with this change.

## Version 1.3.50
- All Archetypes will now dislike losing concentration of a spell a lot more, which would make them less likely to cast another concentration spell while they are currently concentrating on one.
- Increased the max distance ranged archetypes can stay away from enemies.
- Increased how much ranged archetypes dislike having enemies nearby.
- Made all archetypes except 'General' more mindful when using 'Control' type spells and actions that can knock down allies.
- Disabled usage of 'Guidance' in combat.
- Added a new business opportunity none will ever discover..

## Version 1.3.49
- NPC archetypes will no longer use 'Gaseous Form'.
- non-NPC archetypes can once again be used on Possessed characters.

## Version 1.3.48
- NPC archetypes can no longer be cast on summons and temporary companions. (Couldn't find target conditions for the temporary companions so it'll instead warn the player without enabling the AI)
- Fixed crash with possession that happened when the day ends, caused by the previous change to the spell. Possession will now last until cancelled.

## Version 1.3.47
- 'AI Allies: Orders' will now appear as a potential action you can use when you click your 'Bonus Action' to filter what actions you can take.
- Modified 'Disrupter Archetype' to prioritize higher health targets over lower ones.

## Version 1.3.46
- Hotfix.

## Version 1.3.44
- Made allies act a bit more careful with how they use spells such as 'Fireball'.
- Mindcontrolled characters that are being possessed will now have their portraits appear beside their Mind-linked Master, similarly to how summons appear beside their summoner.
- Removed the modified Dash ability for AI summons.

## Version 1.3.43
- NPC Companion's factions will now temporarily change during combat. non-NPCs unaffected.

## Version 1.3.42
- Increased how much the 'Trickster' archetype likes to augment their weaponry.

## Version 1.3.41
- Changed necessary parts to separate 'Mindcontrol Art' into an add-on.

## Version 1.3.40
- Disallowed usage of 'Bend Luck' for the AI.

## Version 1.3.39
- If you die while having characters under 'Mind Control' then they will all get released, if they are possessed then the possession will also end.
- Increased resistance stupidity, this should theoretically make the AI more inclined to use spells even when the enemy has resistance towards them.
- Reduced 'Melee Fighter' archetype's inclination to break an enemy's concentration.

## Version 1.3.38
- Drastically reduced the inclination of all archetypes except Healer and General to heal allies.
- Trickster Archetype will now have a higher chance to go invisible at the start of combat if possible.
- Slightly increased the max distance ranged archetypes will attempt to stay away from enemies.
- Slightly increased how much ranged archetypes dislike having enemies nearby.
- Removed some target conditions from 'Throw' introduced initially for the Berserker archetype.

## Version 1.3.37
- Fixed accidentally hitting mind-controlled characters makes allies angry.
- Limited Mind Control to only targets with a mind (Undead and other contstructs cannot not be affected anymore)
- NPCs that have advantage against being charmed will now properly get their advantage against 'Mind Control'.
- 'Mind Control' now gives advantage to charisma dialog options.

## Version 1.3.36
- New feature: 'ORDERS', You can now mark targets as high or low priority and your allies will act accordingly.

## Version 1.3.35
- Added 3 more Custom Archetypes each with a non-NPC and NPC variants. (Requires the Advanced addon)
- Custom Archetypes will now be contained in their own dedicated spell container instead of getting added to the 'Extra Spells' one.

## Version 1.3.34
- Slight changes to the Healer archetypes.
- Made the AI status temporarily change the target's faction so that if you have temporary followers they won't become hostile when applying a NPC archetype since the game doesn't actually change their relations towards you, so if turned into an NPC they might become hostile (Sazza the Goblin for example).
- Disallowed using archetypes on Mind-Controlled allies.

## Version 1.3.33
- Added a check for NPC characters to not enable AI again after disabling it due to dialog starting during combat if the character is no longer in combat when the dialog ends.

## Version 1.3.32
- Modified 'Fighter Archetype' to stop buffing allies so much.

## Version 1.3.31
- Attempt at fixing NPC archetypes not turning back to player characters after a certain combat scenario during Halsin's questline.

## Version 1.3.30
- Fixed the backup combat ended listener not working.

## Version 1.3.29
- Slight increase to damage preference to 'Melee Fighter' Archetype.
- Moderate reduction to how passionate 'Berserker Archetype' is about throwing things.

## Version 1.3.28
- Added faction change debug spells if you install the 'Advanced' addon.

## Version 1.3.27
- A lot of changes to all archetypes; biggest change is normalizing the modifiers in order to allow them to be more liberal in their actions while still acting according to their role.

## Version 1.3.26
- Reverted the throwing condition change from last update.
- Reduced the bloodlust of all archetypes except 'Fighter Ranged' significantly. Melee characters should now focus less on running across the battle to finish off a wounded enemy in the back. Kept some bloodlust on some of the other ranged archetypes.

## Version 1.3.25
- Experimental change to allow the AI to throw mainhand and offhand weapons. *Potential side effect is they might consider their clothes as weaponry if they run out of options. Should mainly affect the Berserker Archetype since that archetype will always try to throw or brawl with someone.

## Version 1.3.24
- All archetypes except 'General Archetype' will now have a higher threshold they need to pass before they decide to heal; This should make them throw less healing potions at you if they have something else to do.
- New 'Berserker Archetype' available as both NPC and non-NPC variants.

## Version 1.3.23
- Disallowed usage of 'Help' on characters with 'Feign Death'.
- Fixed the mindcontrol 'Warp' spell not working when the follow status is inactive.
- Fixed falling into eternal slumber when you are possessing someone when you long rest; Possession will now end when you go rest.

## Version 1.3.22
- Made the Debug spells only appear if the advanced addon is installed.
- Potential fix for AI getting enabled sometimes outside of combat.

## Version 1.3.21
- Reupload.

## Version 1.3.20
- Hotfix for NPC Archetypes getting disabled when combat starts.

## Version 1.3.19
- All AI statuses will now automatically be removed from any character that leaves the party.
- Added 2 new Debug spells and placed them inside the 'AI Allies: Extra Spells' container.

## Version 1.3.18
- Non-NPC archetypes are now able to utilize the 'Cunning Action: Dash' ability.
- Revised the system that provides non-NPC characters with usable versions of spells or skills that are originally inaccessible to them.
- Small change to all Melee Archetypes.

## Version 1.3.17
- Modified all archetypes' behavior slightly - Mainly an attempt at making it more important to avoid dangerous surfaces and use sense presence from further away.
- Changed some mechanics for better performance.

## Version 1.3.16
- Fixed incorrect removal of characters from the current allies list if they were already in the list and you apply a new archetype.
- Allowed loading a custom archetype. If installing the addon then you will be able to find 2 new spells in your 'AI Allies: Extra Spells' spell container, these spells will apply your custom archetype on the target character, one spell is to turn them into an NPC and the other is for non-NPC.

## Version 1.3.15
- Fixed characters with an NPC Archetypes not reverting to player characters after combat ends.
- Moved 'Disable All AI' spell and the 'Warp Allies' spell to a new container since it started getting too crowded.

## Version 1.3.14
- Restructured a bunch of the code for better continuity throughout. If you are updating then you will need to disable and reapply the archetypes on any characters that have them currently active so that the system can properly track them.
- Probably some other change I'm forgetting.
- New Spell: Warp Allies - Teleport anyone that has any of the AI Allies statuses to you. You can find it in the 'AI Allies: Archetypes' spell container. Next update I'll probably move it to its own 'Utility' container.

## Version 1.3.13
- Hotfix for the dialog fix that had some unintended issues.
- Fixed calculating the number of party members improperly, it should now account for all of them.

## Version 1.3.12
- Fixed mindcontrol not loading any mindcontrolled characters after reloading the game. The list will now be updated every time you save the game.
- Fixed getting stuck by only being able to suggest a dialog choice in a dialog during combat if the enemy initiated dialog with an NPC Archetype character. Your companions will now allow you to choose all their life choices just like before.
- Disabled the dodge buff function since characters don't seem to skip turns anymore since the fix in 1.3.10.

## Version 1.3.11
- Renamed the 'Mage Archetype' to 'Disruptor Archetype'. Hopefully this will make its role more clear.

## Version 1.3.10
- Modified the method the non-NPC archetypes get applied to characters. This potentially fixes turn-skipping. After testing a specific battle many times and making tweaks throughout, I managed to completely eliminate the turn skipping issue in that battle. I tested a few more different fights and they also seemed to work well, so hopefully this issue is finally solved.
- Fixed 'Cancel AI' spell not removing the trickster archetype.
- You will now also get the spells upon starting a new game.

## Version 1.3.9
- Changed the way you get the spells, you will now need to visit your camp at least once to receive the spells, summons and other non-player characters will no longer receive these spells.
- Removed modifications to action surge and dash, relevant AI characters will now get custom versions of these spells if they need it, this would mean better compatibility with other base game spells that might extend any of these.
- Characters on the NPC Archetypes seem to bug out if wildshaping during combat, for now I've disallowed wildshaping on NPC Archetypes (You can still use wildshape on them yourself before combat and it reportedly works fine).

## Version 1.3.8
- Published all Experimental changes to the main version, the changes are as follows:
- New archetype: Trickster - No melee or ranged preferences. Likes to deal damage, likes to use the environment such as barrels, likes to use poison and items, Likes to disarm opponents and sometimes even steal their weapons (Needs a disarming spell or ability).
- New spell: Ally NPC - Turn a party member into an NPC which will allow for more spells and abilities to be used without my need to modify any spells, for example, they can drink healing potions using this method.
- New Spell for Mindcontrol Art: Possession - Turns a mind-linked character into a player character that you can control yourself.
- Attempt at making all archetypes ignore AOO less.
- Changed hitchance reasoning to be slightly more liberal on all archetypes.
- Clerics should no longer use 'Calm Emotions' on Raged or Frenzied barbarians.
- Added further description for the 'Ally NPC' spell to warn players not to have it enabled on more than 3 characters.
- Added a condition to invisibility to prevent it from being cast on enemies. (I never even knew this was possible, but I had a Trickster Archetype character with invisibility scrolls running around, turning enemies invisible - total betrayal)
- Trickster Archetype is now an NPC archetype since some actions such as poisoning weapons are only possible to an NPC.
- Separated the 'NPC Ally' spell into its own container where future NPC archetypes will reside.
- Migrated some mechanics to use Script Extender for finer control.
- Fixed wildshape animation playing out but not being wildshaped if clicking on the ground. There is now a condition in place to click yourself with the spell.

## Version Experimental 1.3.x.6
- Fixed wildshape animation issue.

## Version Experimental 1.3.x.5
- Migrated mechanics to use Script Extender.
- Separated 'NPC Ally' spell into its own container.
- Designated Trickster Archetype as an NPC archetype.
- Updated descriptions for clarity.
- Added condition to invisibility to prevent casting on enemies.

## Version Experimental 1.3.x.4
- Reverted changes from Experimental 1.3.x.3 due to XP and game over issues.
- Enhanced 'Ally NPC' spell description regarding usage limits.
- Stopped clerics from using 'Calm Emotions' on Raged or Frenzied barbarians.
- Liberalized hitchance reasoning across all archetypes.

## Version Experimental 1.3.x.3
- *Reverted in future versions* - Fixed crash related to dialogue after combat with NPC characters from 'Ally NPC' spell.

## Version Experimental 1.3.x.2
- Hotfix: Corrected Mindcontrol success chance set during testing.

## Version Experimental 1.3.x.1
- Introduced Trickster archetype.
- Added 'Ally NPC' spell.
- Implemented 'Possession' spell for Mindcontrol Art.
- Attempted to have all archetypes ignore AOO less.

## Version 1.3.2
- Fixed mind-link release's failure.
- Updated text descriptions for clarity.

## Version 1.3.1
- Prioritized enemy elimination for all archetypes except General/Random.
- Consolidated relevant spells under 'AI Allies: Archetypes'.
- All spells can now be easily found under 'Cantrips'.
- Updated descriptions for various spells and statuses.

## Version 1.3
- Upgraded Mindcontrol system with new spells, balance, and repercussions.
- Added Mindcontrol spells: 'Follow', 'Warp', 'Release'.

## Version 1.2.2
- [Experimental] Introduced Mindcontrol spell.
- [Experimental] Ensured Mindcontrolled allies teleport to camp.

## Version 1.2.1
- [Experimental] Adjusted spells' behavior and activation conditions.
- [Experimental] Enabled AI usage for 'Action Surge' and wildshape spells.

## Version 1.2
- Addressed faction/healing issues.
- Improved AI decision-making regarding allies.

## Version 1.1.4
- Added condition for 'Calm Emotions' to exclude raging allies.
- Modified 'Silence' to break concentration post-combat.

## Version 1.1.3
- Disallowed the AI from using any of the 'Call Allies' end fight spells

## Version 1.1.2
- Implemented QOL changes.

## Version 1.1.1
- Restructured files and added checks for conditions.
- Removed buff duration limitation on disabling AI spell.

## Version 1.1
- Fixed spell distribution method via script extender.
- Renamed files for clarity on AI allies' versions.
- Refined archetypes to reduce friendly AOE damage.
- Fixed duplicate selection issue with 'Choose AI' spell.
- [Main File Only] Added a small buff that only applies to the AI to compensate for them sometimes skipping the first 2 turns at the start of combat, if the AI skips a turn then they will get a 'Dodging' buff to simulate them focusing on dodging for that turn, so you won't feel like they're doing nothing that turn.

## Version 1.0.10
- Fine-tuned archetype priorities for melee/ranged and healer behaviors.

## Version 1.0.9
- Modified Healer archetype's targeting based on health.
- Resolved 'Cancel all AI' spell issue in combat only version.
- Tweaked Melee/Ranged archetype preferences.

## Version 1.0.8
- Added General/Random AI archetype with unpredictable behavior.

## Version 1.0.7
- Equalized differences between versions.
- Resolved specific archetype behavioral issues.

## Version 1.0.6
- Addressed mage AI application in 'Combat Only' version.
- Introduced AOE spell to disable AI on demand.

## Version 1.0.5
- Enabled 'Dash' for Companions and Summons.
- Further refined certain archetypes.

## Version 1.0.4
- Updated archetypes.
- Launched combat-only AI version.

## Version 1.0.3
- Corrected spell usage.
- Added SE version compatibility.

## Version 1.0.2
- Fixed issue with AI deactivating spontaneously.

## Version 1.0.1
- Minor adjustments to status descriptions.