Dungeon Siege
eXpert Artificial Intelligence v0.5 
By Ivann Alvarado & Amanda Hartin
candy7man@hotmail.com hartinamanda@hotmail.com
April 20, 2002

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Please send any questions, comments or suggestions to candy7man@hotmail.com and/or hartinamanda@hotmail.com.  We always appreciate feedback and criticism and will try to help the best we can. Now for the goodies...

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ON THIS RELEASE v0.6
- Few minor changes.  Also more thourough testing showed that for changes to take effect on characters a new game has to created so that the characters are made new and fresh.  This does not apply to monsters, since they are generated on the fly.

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VERSION HISTORY
-Version v0.6
- Toned down the sight range and minor tweaks.
- Made player controlled characters not follow after fleeing enemies (this helps the pack stay together)

-Version v0.5
April 20, 2002

- First release

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INSTALLATION
- Simply unzip this into your *resources* folder for Dungeon Siege (e.g. C:\"your path"\Dungeon Siege\Resources).  This will add a new file eXpertAI.dsres into your resources folder.  This file contains just the modified files for this siegelet and DOES NOT overwrite any game files (so no backup needed).  Then just start the game normally.

NOTE: If you are using AutoUsePotions in conjunction with eXpertAi, the two will work together to incorporate all modifications provided by each.  However, using one or the other seperatley will provide only the changes provided specifically by that one.

ALSO NOTE:  If you load from a saved game, the monsters that were created PRIOR to the save WILL NOT use this new AI.  This is because the game engine needs to create a monster in order to load the new AI.  Don't worry once you walk a little bit further into the game, it will create the smarter monsters (which you can tell since their names will have the prefix "eXpert").

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SO WHAT DOES IT DO?

This AI was created to provide a more challenging experience for the player by making monsters more intelligent in battle tactics (sorry guys, no more cheap tactics like creeping up on packs of monsters in order to lure them away one by one ;) ) 

More specifically this is what this siegelet adds to monster's AI:

- Monsters will try to run away from a battle when their health is < 30% AND they are being attacked. 
- Monsters will run away when wounded but come back when not in danger anymore.
- Monster flee further.
- Monsters will protect each other.
- Monsters understand the basic idea that you go for a Magic caster first then others.  This means that they will *USUALLY* have targetting preferences.
- Monsters alert other monsters around them when they spot an enemy (no more cheap tactics).
- Monsters will pursue you much longer when you are running away.
- Monsters will engage you in battle from a longer distance.
- Monsters are more aware of their suroundings (scan their environment more often).
- Monsters can see further.
- Monsters will remember for a longer where you went when you dissapeared out of their sight.
- Monsters are less limited in their movement range.    
- Monsters now autoregenerate life and mana just as your characters do.
- Monsters may try to use potions if they have them (about 25% of the time).
- Other minor tweaks.

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NOTE TO DUNGEONEERS:  You can incorporate this AI in any mod you are working on since it uses a separate tank file, but read the disclaimer below.

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DISCLAIMER
- Permission is granted to distribute this siegelet in anyway or form as long as all the files included in this archieve are included and have not been modified in any shape or form withour prior consent from both Ivann Alvarado and Amanda Hartin.  Also commercial usage of this siegelet is prohibited.
- This work is out of pure enjoyment for gaming and so we cannot be held accountable if this siegelet causes any problems with your game or system.  Please take caution on where you download things from.

