Tales of Maj'Eyal

Tales of Maj'Eyal

Player AI
63 Comments
Chibi Life 4 Apr @ 12:02am 
Unplayable with any Chrono skills as once you get the paradox bar it starts including adjusting your desired paradox level in the rotation
雾雨 23 Nov, 2023 @ 8:36pm 
Thanks for the great work!
Is it possible to disable some talent from auto-using ?
things that popup a dialog will break the game.
Count 16 Jul, 2023 @ 1:50pm 
Excellent.
Have been playing the game for only a few hours, but quickly recognized that fighting in lower level areas would be a chore.

Having this is in my active mod-list is great boredom insurance. Thank you!

Also, I love all the useful options to tweak the settings. I truly only want the AI to handle the easy stuff for me. Glad to see it can be configured to stop at the certain enemy rarities, health thresholds, etc.
Endless 10 Apr, 2023 @ 7:28am 
This is unplayable using an archmage yeah becaues of the spamming of command staff. It actually crashes the game. Normal auto explore will have to do with anyone with the command staff skill.
Squircle 18 Mar, 2023 @ 1:43pm 
When I first spotted this mod a few years ago, I remember wondering who in their right mind would ever use it. After all, who'd want to play a game that plays itself?

After sinking nearly 200 hours into ToME, I have found that person: Me.
Charidan  [author] 7 Nov, 2020 @ 5:57pm 
Generally speaking no, I don't actively maintain this. If I was going to come back to it, configurations on individual spells would be the next step. Honestly the hardest part is getting the UI so you can actually set the settings.

I tend to revisit this for touchups every year-ish, so maybe it'll happen. The github for it is public though, if anyone feels like contributing (ha!).
Guedez 7 Nov, 2020 @ 4:11pm 
I also would like to reserve some spells for myself to decide when to use as a panic button
Guedez 7 Nov, 2020 @ 4:11pm 
Is this still updated? Can we get an option to disable spells for the AI? Some spells crash the game through a stack overflow, seems to be the chronomancer spell that asks for a number
MoistSpookyWater 17 Oct, 2020 @ 8:08pm 
I restarted the game a few times and now it works but i have to start with a new character it seems
MoistSpookyWater 17 Oct, 2020 @ 4:22pm 
it is enabled and i just clicked subscribe and it downloaded thats it
Charidan  [author] 17 Oct, 2020 @ 3:09pm 
Check your addons menu and make sure it is enabled? If you open the in-game options menu you should be able to find the tab with the configurations for the mod. If not, you haven't installed it correctly.
MoistSpookyWater 17 Oct, 2020 @ 12:30pm 
I started a new character and it still won't work im confused
Charidan  [author] 12 Sep, 2020 @ 4:02am 
@Howl at the Moon
No idea! I have never tested adding the addon to an existing save, so I'm not sure how that even works. I don't know if the ToME engine even allows for loading a save with mismatched addons - I tried just now and my save without the addon simply was not available to be loaded. It's possible there's a trick to adding an addon to a save file, or that I need to do something to the addon to allow it to be added, but for now I think that the TE4 engine requires that a save be loaded with the same addons it was created with (likely because of lua bundling).
Charidan  [author] 12 Sep, 2020 @ 4:02am 
@Kijiroshi
Good point. I've been pretty dissatisfied with how effective Hunt state is and regretted leaving it there without me working on it. I've added an option to ignore Hunt state entirely, which causes the AI to respond to unexpected damage by stopping and asking for human help. This can be a little annoying in places like Trollmire where it gets attacked walking around a tree and is gets confused, but it's probably going to be an appreciated option for a lot of purposes.
LonerD 11 Sep, 2020 @ 3:01pm 
Thank you. Great mod.
Does it work only with new game? Can't activate after loading previously game.
Dadmos 12 May, 2020 @ 6:34pm 
This is a great mod. Put the A.I through as a Cursed and it freezes and asks for player input whenever it opens a door and see's an enemy
Kijiroshi 1 Jan, 2020 @ 3:36pm 
Alright this is probably the first time I ever comment on a mod but THIS. IS. AWESOME!
Thank you so much for the hardwork you've put in it! It brings a new "playstyle" for the game, at least for myself.
Other than the obvious (the paradox and c.staff), it just breaks at the state of "hunt". I've lowered the 1000 turns to 500 because it's getting annoying getting stuck at it, but other than those things, this is the best mod I've downloaded.
Charidan  [author] 20 Nov, 2019 @ 9:21pm 
There *is* a check that is supposed to stop the AI when it finds stairs, but it doesn't work. The best you can do is go into the AI's options and set the turn limit so when it gets caught in a loop you only have to wait so long. If you hold down the AI toggle button or I think ESC works too, the next time the game reads input it will accept that keypress and stop the AI.

I was trying to add a GUI so that particular skills like command staff and paradox (or just anything you don't want it to use) can be excluded from the AI's knowledge and it stops pressing them on cooldown, but in the present version there's no workaround. I'm not actively maintaining the mod, so that GUI won't be coming any time soon.

I don't have the chronomancer unlocked so I can't test why it might be breaking, but i've looked at chronomancer-related code and it's pretty complex so it could be anything. I would assume it's just not safe to use the AI with chronomancer for now.
hyprformnce 20 Nov, 2019 @ 10:49am 
is there any way to prevent it from spamming the command staff skill?
Charidan  [author] 17 May, 2019 @ 8:58pm 
If you can get me detailed reports it'll be a lot easier to fix those. A lot of these errors I haven't seen, don't know how to reproduce, and often don't even know exist. The more you can tell me about them, the more likely I'll be able to fix them. Every bit helps!
Sage 17 May, 2019 @ 4:03am 
Charidan, this addon is absolutely fantastic and you're awesome - thanks for doing this! I think before feature requests though, it still needs some bug fixes - I still occasionally get Lua errors that crash the game. Other than that, being able to select skills for the AI to use (even just a simple loop) would be great :)
Charidan  [author] 12 May, 2019 @ 9:35pm 
Thanks for the feedback. I'm not actively developing this, but I take bug reports seriously and will try to fix whatever I can fairly quickly. If there's anything specific you want to see, I'd be excited to have some feature requests. I don't often hear from people who use this addon, so it would be great to know what things people would be interested in having.

Stopping at stairs is a feature that was implemented in the very first version of the AI, and it's still in there, but it works only rarely for some reason. I've never managed to find out why.

I'll look into hunt state later this week. It’s a solution to "rest loops" where the AI trys to rest while being shot by out-of-sight enemies, so it needs an advanced concept of “safe”. If the turn counter is being set outside the AI actions like your “AI stopped” message is suggesting (d'oh) then it's possible the hunt timeout isn't being tracked properly as well.
DAOWAce 10 May, 2019 @ 3:24am 
Something that's bothered me about ToME is that it doesn't have an auto-battle key like DCSS, which I'm far too used to using. This mod is the closest thing to such a feature and is damn amazing; should be part of the base game in some form.

Unfortunately, it keeps getting stuck at the hunt state for me (PAI_STATE_HUNT), resulting in it standing there until the turn limit is hit. And it does this quite a lot. Sometimes it can clear a whole floor no problem, other times it just stops and times out over and over and over.

Additionally, it seems like every time the turn counter hits the set amount (+1), the message saying the AI stopped comes up in chat.. even if it hasn't been used for those x+1 turns.

There's some other improvements that could be made, such as stopping at chests or stairs (and not pingponging between stairs), but the main showstopper is the hunt lockup which is harming usability.

Maybe one day ToME will get that auto-battle feature DCSS has, but until then..
Charidan  [author] 28 Oct, 2017 @ 2:40pm 
You're welcome!

Wanting to speed through the early game is pretty much why I made it. I kept noticing myself essentially just holding in arrow keys and I would say "you know, I could just write a script to do this", and eventually I said it enough times that I just... wrote the script. Good to hear it's useful for other people too.
Tarsis 28 Oct, 2017 @ 6:27am 
I still love this mod. Either speeding through the early game I've been through dozens of times for "serious" plays, other times building a character around what I think the AI will do best with just to see how far it can go.

It has brought me much entertainment. Thank you.
Charidan  [author] 24 Mar, 2017 @ 2:14pm 
Thanks for the tip, I'll check it out.

I've seen a few "configuration menus" but they've mostly been smallish things where you click on a field and input a single value; really clunky to work with on a large scale and impossible to just see all the values. I'm ambitiously going for something more like the main game's settings panel with two-column format.
Josi 24 Mar, 2017 @ 4:16am 
Actually, codefly has made mutliple mods with configuration menus. (Turn Seperator, Improved Combat Text, Streamlined Early Game)
Charidan  [author] 23 Mar, 2017 @ 7:51pm 
The next major change is going to be configuration options, but I haven't worked out how to get a menu to work (and I haven't been actively investigating). I don't think anyone has bothered making a fully featured options menu, and i'm not sure there directly exists support for one. I think I'm going to have to dig into the core game and steal the menu code manually, so I keep putting it off. Which is why there's been 6 months with no word from me. Sometimes I tell myself I'll actually work on this mod again but I don't always believe myself.
Josi 22 Mar, 2017 @ 3:23pm 
For example, I would love the AI to stop not only on sight of bosses, but also rares and everything above.
Josi 22 Mar, 2017 @ 3:22pm 
I would love to see work on this guide continiued, as it potentially improves the early game by a LOT :) Unfortunately, you die way too often on higher difficulties with this and disabling the AI is WAY too unresponsive to help against that.
Charidan  [author] 11 Jul, 2016 @ 9:54am 
Stopping when in sight of bosses is a good idea. I also need to add a fix someday so that it breaks when taking damage with no enemies in sight, to prevent the "being attacked by an unseen enemy" death spiral. This will have the irritating side effect of breaking when poisoned though, so maybe there is a better fix for that.

I still don't have any time scheduled for developing this mod, but these tantalizingly realizable fixes have tempted me.
Turambar 11 Jul, 2016 @ 8:56am 
And I found another bug: my character began to rest in sight of an immovable ranged enemy, so he would rest/lose life/rest/lose life/... The only way to stop it was right click on a tile, then "move to"
Turambar 11 Jul, 2016 @ 8:25am 
It is very useful! Aside from the bouncing bug (you'll figure it out, I'm sure, courage!), you should add the option to stop when a boss is spotted (maybe even for rare/elite enemies, or when X enemies are visible, but for bosses it is really important)
kabapow 3 Apr, 2016 @ 7:13am 
I hope you figure it out! Holding ESC did the trick so much better than holding Shift + Z and praying for it to stop!!! Thanks for the help.
Charidan  [author] 2 Apr, 2016 @ 10:47pm 
BTW, holding the ESC key will cancel the bouncing, so that's a good trick.
Charidan  [author] 2 Apr, 2016 @ 10:44pm 
This is a known bug having to do with the interaction with the AI's thought loop and the Auto Explore function of the base game. For some reason, hotkeys don't work in this state (probably because the AI hijacks player input). I think it might actually be constantly initiating autoexplore while it is autoexploring or something, which is why it sometimes gets looped. It's one of those bugs that you know is a hyper easy fix just as soon as you can figure out what it is. I haven't figured out what it is.
kabapow 2 Apr, 2016 @ 3:38pm 
Hello, I'm having this bug that whenever the AI finishes exploring the map, it keeps bouncing the entrance and exit endlessly. I also tested if its some sort of compatibility with another mod by disabling all mods that use rest/explore and such but apparently it isn't. Is this a known bug or not? Its so annoying having to press Shift + Z and hope that the AI stops boucing. Isn't there a way to assign a hotkey to turn on and another to turn off the AI? (Weirdly, ALT + F1 doesn't work at all, just Shift + Z to activate.) Thanks in advance, BTW great mod! :steamhappy:
Charidan  [author] 15 Mar, 2016 @ 9:33pm 
Yes, this is a known bug. Any skill which brings up a menu causes the AI to crash. I tried making some workarounds, but none of those are in the addon yet. Development basically stopped once I got a job. I'm looking into a configuration menu to allow the player to tell the AI not to use certain skills (along with about 2000 other options) but I haven't been able to devote the time to getting a menu to work, let alone figure out how to reference individual talents.
Zany 15 Mar, 2016 @ 3:27am 
I Play a new game with Alchemist,press ALT+F1 and the game crashed.
It seems to have some issue with Command staff?I take off the staff and it works good.
Xeinok 16 Jan, 2016 @ 8:32pm 
Haha no worries, thanks for your help and work already!
Charidan  [author] 16 Jan, 2016 @ 8:03pm 
Oh no - complicated high-level skills! The bane of testing! I don't personally have chronomancer unlocked, so I can't really test time prison, but I can check the talent definition at some point and maybe see what's causing it. Errors are generally higher priority fixes for me.

As for not using a specific talent, that's a feature I want to get into the next mega-patch that adds configurations, but I haven't found time to work on this mod since I started my job, so no idea when that'll come out. Early estimates conservatively predict within the next five years. Hopefully I can get that time down to months, but no promises.
Xeinok 16 Jan, 2016 @ 7:46pm 
Also noticed two things that make many lua errors appear - hitting an enemy that is suffering from time prison and missing/failing to use skullcracker.
Xeinok 13 Jan, 2016 @ 9:33pm 
Any way to make it NOT use a specific talent?
Charidan  [author] 2 Jan, 2016 @ 9:44pm 
There is a bug with how it detects level exits i haven't figured out, so it skips the "exit" step and runs again. Development on this was intended to continue but has more or less halted once I started a job. I may pick this back up on the side at some point, but as long as it's usable I won't prioritize it very high. In general, those sort of edge cases are probably more trouble to fix than they're worth even if I develop more. As you found out, tricks like holding escape will stop it regardless. I'm more inclined to make a user's guide of those sorts of workarounds than fixing the code, because the "act" loop is kind of a hack that hijacks normal user input and is difficult to modify.
ConcealedFire 2 Jan, 2016 @ 9:40pm 
So, I started a new game with it, and tried it out on the first level. Turned it on, and it stopped after a while. Not at an exit, the floor not totally explored (as I pressed "z" and found one more enemy), but then turned it on again, and I'm now ping-ponging between entrances like crazy. Why does it only sometimes stop in the middle of it's run? pressing a direction (or doing an action) resets it to continue it's path, but if I enable the AI twice in a floor, I'll have to hold down the escape key, until it force-stops the AI loop.
Charidan  [author] 22 Nov, 2015 @ 10:17am 
Yes... It does. I was going to fix that, but then I started a new job and stopped working on mods while I onboarded. I'll at least add that to the known bugs for now. I should be stable enough to resume work on the mod in a few weeks.
Matirion Maeronta 22 Nov, 2015 @ 10:00am 
It seems to have some issues with water... Namely that it thinks you suffocate even if you're wearing something that lets you breathe under water and there's no land nearby.
Charidan  [author] 15 Oct, 2015 @ 1:44pm 
After some consultation on the ToME forums, I realized I can sort of check if a power has cast based on its cooldown failing to fire (if it has one) or energy not being spent (if it has an energy cost). Failing that, I limit things to 5 uses per turn if the power somehow has no cooldown or energy cost.
Elana 14 Oct, 2015 @ 8:48pm 
Perhaps instead of limiting it to one per turn, a maximum limit of say ten should be established? Then actions that occur several times in a turn can still be taken, while it will stop inumerable attempts to use a talent that isn't able to be used at the time it's attempted to be activated.
Charidan  [author] 14 Oct, 2015 @ 8:22pm 
Just a heads up everyone: I've been having trouble uploading the new versions to Steam. It just keeps giving me errors. If you have ideas, tell me here: http://forums.te4.org/viewtopic.php?f=36&t=45037

The forum link at the top can direct you to the te4 page for this mod, which is on version 1.4 already.