PATCH NOTES --- legendary custom Bots V11

i will check this :slight_smile:

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I suppose FFA is slated for 2021 then? There’s no code for it in OP but I didn’t just want to assume and miss out on something.

Edit: Oh, it says PVE delayed right there. I must be blind! My apologies.

Pharah bots don’t shoot, and Zen and Ana don’t heal sometimes even when you are right in front of them. :slight_smile:

that has to do with the insane server load the bots need. Their shoot bevavior is in their ability section. If the Server load is in crash range the bots will lower their actions. That mean that some bots will not shoot. I alreddy working on a full ai rework butt the release is 2021.

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Bro, this is straight-up cool. Keep this amazing work up!

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Ich finde die Bots richtig toll.
Die Killfeed-Anzeige ist allerdings bei, Eskorte, Hybrid und Angriff etwas eigenwillig.

  • spiele ich in beiden Teams mit den neuen Bots, geht sie nicht.
  • fülle ich ein Team mit den alten Bots und ein Team mit den neuen auf, geht sie.
  • spiele ich mit den neuen Bots und wechsle vom Zuschauermodus ins laufende Spiel, geht sie auch

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Neuerdings hab ich auch bemerkt, dass die Leichen der Bots anfingen, sich um ihr anvisiertes Ziel zu rotieren.

Habe das Problem inzwischen für mich behoben. Killfeed und Bot-Replacer gehen jetzt in allen Modi.

na dann ist ja alles gut. Das bot rework wird wohl noch dauern :smiley:

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Ich habe festgestellt, das wenn viele Spieler, innerhalb eines Spieles durch Bots ersetzt werden müssen, es schnell zu einer Überlast kommen kann.
Daher habe ich es im Moment so gelöst, das nur etwa, jeder Zweite bis Dritte Spieler ersetzt wird. Das lässt es zumindest stabiler laufen. Ganz zu vermeiden ist eine Überlast trotzdem nicht, aber scheint seltener zu sein.

Auf Kontroll-Maps habe ich den Replacer deaktiviert, da es häufiger passiert, das die Bots auf den falschen Maps spawnen.

Ja das spielt im Rework keine Rolle mehr. Die Bots wurde nie für ein AFK replacer Feature vorbereitet. Viele systeme der Bots sind veraltet. Winston Bot wurde seit V1 nie angepasst :smiley: Das Rework wird alles erneuern. vor allem die Performance. aber ich denke mal die Bots V12 werden im Sommer kommen.

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Hey, sorry for a dumb question, but how do I change bots’ difficulty and where?

nvm found it (20 characters)

Dalgon, insanely good job on these bots, truly amazing. Looking forward for updates!

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Hello. I’m one of those players enjoying your game. I’m definitely surprised that you can create these bots. The aim and movement are different from those of Hard Bot, so I was quite embarrassed at first.

However, there are some problems involved. There are many opinions, but I hope you understand to some extent. I am writing to help you in your development.

  • Assault Mode
  1. On the way to Volskaya, an AI error occurs, I think you will probably fix this. If the AI ​​is the attacking team, most of them will fall and die on the way to Point B. Sometimes it comes right, but it gets stuck in the wall and has a bug.
  2. When reaching maximum height with Pharah’s thruster, the AI ​​will aim towards the sky, but will not be able to attack. (I think it’s because the distance isn’t there.) This bug was discovered recently, and the same applies to other maps and mods. With this, you can easily occupy the base and defeat the enemies.
  3. Mercy sometimes uses guns, and it definitely seems to have improved when she puts healing and buffs properly. However, it is not possible to use the ultimate skill properly. It would be nice to be able to heal or shoot in the air to some extent. Then it will be able to give more fun and absurdity to users.
  4. All AIs will fall and die on the route from Hanamura to the shortcut. It’s like I’m not jumping. Furthermore, the problem is that if the player pushes enemies through a combination of Lúcio and Barrier, they can all fall to death. If possible, please specify a path other than a shortcut. (Example: Moving to secure the 2nd or 3rd floor hill of Point B or the main gate)
  • Hybrid Mode
  1. I realized how much you love these AIs because they can use control and escort at the same time. The problem, however, is that fall deaths in the area are unavoidable. It seems that this point can be corrected by specifying the path again. (Eichenwalde, King’s Road, Numbani)
  2. I would like you to develop AI for the dealer camp. Doomfist is good from the front, but he’s an effective hero at killing dealers and healers from behind. At the very least, it’s okay to throw commendations like Genji to annoy you. Above all, the overall appearance of Doomfist is weak, so players do not pay much attention to Doomfist.
    3.For Sombra, hacking the healpack is a great development, but the problem is that the aim is constantly on the heelpack. How about hacking the healpack and making it join the AI ​​allies’ frontline?
  • Control Mode
  1. Control mode, as you know, is a map with a lot of fall points. Even in the case of bot battles, if only the control mode comes out, it is common to bring out heroes such as Roadhog and Lucio. In order to quickly achieve victory through drop-outs. You really need to be very careful here. Either you push the AI’s control to the limit or you have no choice but to give up the control mode. But I believe you will somehow solve these problems. I’ve been playing your mod since a year ago.
  2. If there is a bug, it is that it goes out of the control area and does not occupy it at all. Given that the AIs are out of the area, it is recommended that at least one person stay in the area. I recommend healers for such roles.
  3. In fact, if there’s a way to get control mode on, it’s limiting the player team. Restricts various skills that cause death, such as Roadhog’s ban on hooks, Ash’s shock shotgun ban, Lucio’s Sound Pulse ban, Mei’s ban on ice walls (the reason is that the AI ​​is often blocked by an ice wall) But this is not fair, right?
  • Payload Mode
  1. For Rialto, you have to cross one bridge to get from point A to point B. Moving with cargo is no problem, but the problem is when the AI ​​comes back to life after death. If the cargo is on the other side of the bridge, it is strangely trying to cross the river instead of crossing the bridge. Even a single boat doesn’t pass.
  2. There is a phenomenon in which AIs get stuck in the wall (or umbrella) of the spawn area going from point A to point B. I would like you to correct this.
  3. Most AI gets stuck in the wall. [Volskaya, Hanamura, Horizon Lunar Base (if the AI ​​is the defensive team), Busan [Space Airport], Numbani [If AI sometimes get stuck in the wall], Junkertown [In the case of the defensive Team, Gibraltar[if the AI ​​is the defensive team, a bug in the wall while going to point A occurs. It looks like you need to re-edit the path.]] Other than that, no other bugs have been found so far. If I find it, I’ll write it in a reply right away.
  4. There are a total of two problems: the problem of regrouping of artificial intelligence and the problem of too much unity.
  • First of all, there is often a bug with AIs that start even if the regroup is not perfect. If the AI ​​moves with the goal of only occupying, the most important dealers and healers will die without a hitch. This point needs to be seriously considered.
  • If it gets too tight, the Player team won’t be hurt at all. In particular, Zarya will be excited and prepare her ultimate. This is a problem that can be solved with a little care, but the biggest problem is avoiding ultimates. McCree, Hanzo, and Dva’s ultimates are well-known enough to cause fatal wounds if not avoided. However, since AIs only aim for occupation, they do not dodge the opponent’s ultimate ability at all, so they only get hit and die. We understand why we shortened the respawn time, but if we don’t fix this, players will get the hang of it and continue to capture and use their ultimate abilities. At the very least, the solution to this is to have Zarya and Reinhardt use the barrier in front of their teammates just in time.
  1. Pharah doesn’t attack often. This point must be fixed.
  2. Like Torbjörn, I wish Symmedra could install turrets. Although not fatal, Player will die if they don’t care. Even a little bit will help to get the players on their nerves.
    6.On the Dorado map, when the AI ​​is on the way to the attacking team, point A, there is a problem where the wrecking ball enters the room while using ‘Grappling Claw’ or ‘Roll’. At this time, there is a problem that the Wrecking Ball does not find a path in the room and stays still. It’s a rare phenomenon, so you may need to tweak it a little bit, but it’s not a big deal, so I’ll follow your choice!
  3. Watchpoint: Gibraltar also gets stuck in walls. When AI occupies point A and goes to point B, the gate is closed.

「If the game (match) is restarted frequently (or when moving to the next battlefield after a match is over), excessive script usage may cause problems throughout the workshop and cause the game to not proceed. Looks like this needs to be patched. Still, no one is waiting for the game to finish. At most, after watching all POTG, the manager restarts. Maybe this problem can’t be helped, but I’d appreciate it if you could fix it until it works.」

This is the analysis result from hundreds of versions of your mod that you have enjoyed so far. Please consider it as feedback. I like your mod!

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This is a separate article on AI problems, but there are too many articles to post all at once, and I think it will take time to read each type.

It’s an AI problem found throughout the map.

  • D.va sometimes starts without Mecha. It’s a minor issue, but this often leads to defeat in early Team fight.
  • If it is difficult to modify AI, we recommend that you can create up to 12 dummy bots. It’s because it’s easy to clear if users gather their strength. If this is enough, users of Diamond ~ Grandmaster will be able to grasp the concept and enjoy it.
  • The problem with Junkrat’s ultimate is that he detonates his ultimate within seconds of using it. If Junkrat’s ultimate moves towards players and detonates them near them, it will be a huge blow to players.
  • If players do not pick, dummy bots are often forcibly added. For example, when all 6 players are not picking, 6 dummy bots are automatically created in the player team. Because of this, the opposing team’s bots are not created. There are users who take advantage of this to give their team an advantage. This may be my fault, but if users abuse it too much, I think the surrounding atmosphere will be bad.
  • Doomfist’s steel fist sometimes doesn’t reach the player. It may be a limitation of distance control, but if you can fix it, I would appreciate it.
  • Ana doesn’t use her ultimate Nano Boost very well. There are times when the ultimate gauge is not used even if it is full, so I think it would be better to fix it.(Even if Ana uses her ultimate, she only uses it on herself.)
  • In some cases, Bastion does not self-repair. This can be fixed easily, but if you are far from a healer or have low HP, you can make Bastion self-repair. If Bastion maintains his stamina and holds up, the team will join him, and with a bit of endurance, he can eliminate one or two.
  • Mercy uses a pistol, not a Caduceus staff, as her main weapon when she is in danger or alone. Who knew you could make her handle this well?
    But here’s the problem. The thing is that once she (Mercy) changes her weapon, she never changes it again. This is a big problem, but it is not a small problem to shoot without giving the healer an important heal. If Mercy doesn’t have her enemies around her, it would be nice to have her switch her back from her pistol to her wand.
  • If Mercy is only licensed to wand, using her ultimate is not very effective. This is because they have no stamina or have a habit of following only the ally they follow. If Mercy moves freely and heals allies without HP or applies attack power buffs to allies in need, I think it will be effective if she uses her ultimate skill enough.
  • If the player uses Genji’s skill ‘Deflect’, the AI ​​does not respond to deflecting. (That means the AIs will continue to attack even if the player’s Genji uses Deflect.) I think it would be a good idea to stop the attack when Genji uses Deflect. If all 6 AIs throw bullets at Genji’s deflection, the reflected damage increases that much, giving it a lot of advantage in combat.
  • There is a point that the ‘kill log’ does not appear. Although very few users have complaints, there is one strategic point in thinking about it.
    That’s the opponent’s number. In the case of Assault modes or Escort modes, depending on how many opponents are in the area or cargo, the decision to join or retreat is quickly made. So, the meaning of the kill log is not small. Of course, this is not a quick match, so this decision is up to you.
  • Ana no longer uses ‘Sleep Dart’. Sleeping guns can block a hero’s skills, ultimates, or put a hero to sleep in critical situations, giving AI an advantage on the battlefield. Since Ana has an important CC (Crowd Control) of a healer, it seems like this should be patched.
  • When Genji uses his ultimate, Swift Strike or Deflect will no longer be used. I’m not sure why this is, but maybe Genji needs a new patch. Genji with only his ultimate poses no threat to the opponent. Therefore, if Genji uses his ultimate ability while simultaneously using his secondary skills, it can be a fatal factor for enemies.
  • The AI ​​does not respond to Sigma’s skill ‘Kinetic Grasp’. This skill, which can block all projectiles, is absorbed as a shield, so you should be a little careful. For Sigma, who relies heavily on ultimates in teamfights, this kinetic grip might turn the tide of the game.
  • In the case of Sigma AI, the barrier is not useful. Barrier heroes such as Brigitte and Reinhardt can carry shields, but Sigma does not. This is because the barrier, which is characteristic of Sigma, can attack and move at the same time while using it, and its movement speed does not decrease. However, AI (Sigma) will stop using the barrier for a while, so I would like to compensate for this shortcoming so that the barrier can be lifted for a little longer or install the barrier in a position that can bring an advantage to teamfight.
  • When Genji uses his ultimate, he tends to attack from a distance, even at melee range. If Genji’s ultimate’s powerful damage is not effective, there will be no contribution to teamfight. It’s like being a useless dealer.
  • When Mercy uses her ultimate, she tends to give the buff away from the buff’s reach. I don’t know why, but for one thing, Mercy doesn’t buff her team and she dies. Let her save her, Dalgon!
  • When Hanzo (AI) uses his ultimate, I don’t think I’ve ever seen him get his ultimate right on the player. If Hanzo hits exactly one opponent, he fires his ultimate in a strange direction. Hanzo’s ultimate is highly contributing to teamfight. I hope you can patch this.
  • Have the AIs attack Mei’s ice wall. To be honest, I am stating the opinions of other people as well. Mei’s Ice Wall is optimized to split enemies in teamfights and kill enemies trapped in the wall. Because of this, it is possible to break the ‘combined state’, which is a strong advantage of AIs, with one ice wall. I don’t know if it can be done in the workshop, but I hope you can patch it as much as possible. As long as it’s within your abilities! :grinning:
  • On the Dorado map, when the AI ​​is on the way to the attacking team, point A, there is a problem where the wrecking ball enters the room while using ‘Grappling Claw’ or ‘Roll’. At this time, there is a problem that the Wrecking Ball does not find a path in the room and stays still. It’s a rare phenomenon, so you may need to tweak it a little bit, but it’s not a big deal, so I’ll follow your choice!
  • If the game (match) is restarted frequently (or when moving to the next battlefield after a match is over), excessive script usage may cause problems throughout the workshop and cause the game to not proceed. Looks like this needs to be patched. Still, no one is waiting for the game to finish. At most, after watching all POTG, the manager restarts. Maybe this problem can’t be helped, but I’d appreciate it if you could fix it until it works.
  • As you know, Widowmaker is a sniper. However, the Widowmaker always fights by attaching to the cargo, and any opponent that comes close will perform a normal attack without a sniper. This is my opinion, if she sees enemies while she’s moving, she’ll be quite annoying for the player if she’s moving while sniping. Unless, of course, she comes into view of her own attack, not what appears to be her ultimate. Make Widowmaker a real sniper!
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Ty for youre big feed back. The last update is very old. the 12 dummy bots feature wasnt implemented so its obvious that there is a problem if the players doesnt pick heroes D: On the other side i work on a full AI Rework, that fix allot of AI issues. Bots have problems with multiple layers. The current navigation system works best with 1 layer. The new update will come December or later . see ya.

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2021-10-04T15:00:00Z
「Your response message, well received! I’m already looking forward to it coming out early next year. 」
These are the points I hope for, and these are the parts that you can just read and move on. But I thought it would be nice if I could, so I put it in!

  • In Assault mode, if the AI ​​team is on defense, there may be cases where the AIs at Point A of Horizon Lunar Base come out of the base due to the checks (eg Genji, Doomfist). can’t go back. There are times when you turn around and go to Point A, but that is when the AI ​​accidentally hits the right path. I just want you to note.
  • I would like you to make them use the same ‘wall climbing’ as the basic passives of Hanzo and Genji. They are excellent heroes who can contain the enemy from afar, while also holding back the enemy with a surprise attack from behind through double jumps and wall climbing, or from a distance from various places. It’s a bit of a daunting task, but it’s a case of when it’s possible.
  • As before (2020 version), it would be nice if the rules for competitive play were added. Matches that are as intense as competitive matches are also the main system of Overwatch. If you change the attack and defense to fight, it might be a lot more fun for users. A small number of users are regretting it because it is over with just one attack or defense like a quick match. This is my opinion anyway.
  • Occurs where Mei does not freeze enemies during normal attacks. Enemies that are frozen are converted to a state of helplessness. In this case, it will be a useful help for allies (AI), even for a moment. She wants her to change the way Mei attacks a bit so that when she and her enemies are melee, she freezes them. This is my opinion to the last, and it seems that it will not matter whether you continue to use the current Mei.

This is going to sound kind of funny, but I just created a post asking for help in creating smart bots and lo and behold, I find this thread. Also, is it possible to merge the hybrid, control, and payload bots into one? I’m trying to use them for my OW 2 experiment and would really like smart AI to help.

Sure its possible to combine all the modes, but the AI waypoints need so many space i decided to split all the maps and modes

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