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Old January 13, 2008, 03:47   #1
Zero
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Hound Behavior

I just got a helm of telepathy and noticed something strange. Why is it that hounds (Z) avoid the player?
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Old January 13, 2008, 04:00   #2
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I just got a helm of telepathy and noticed something strange. Why is it that hounds (Z) avoid the player?
That would be pack behaviour. They will hang back until they can have a chance at surrounding you or breathing on you from a distance.
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Old January 13, 2008, 04:55   #3
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Why is it that hounds (Z) avoid the player?
It's actually just to annoy you.
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Old January 14, 2008, 01:04   #4
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I just got a helm of telepathy and noticed something strange. Why is it that hounds (Z) avoid the player?
In general they'll run away from you if you're in a corridor and swarm you if you're in a room. The idea is to deny you as much cover as possible.
As another poster said, it is quite annoying.
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Old January 15, 2008, 18:12   #5
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The behavior is annoying. But it does make it rather easy to kill the hounds as they almost always give you space to rest and recover from any attacks.
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Old January 15, 2008, 19:28   #6
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The behavior is annoying. But it does make it rather easy to kill the hounds as they almost always give you space to rest and recover from any attacks.
Yep- the pack AI isn't necessarily harder to deal with- just different. Also, pack monsters without breath are basically sitting ducks (should probably be removed from them). You can bounce in and out of a doorway and pepper them with missiles without any risk. You just want to keep your hp high enough that they don't go all "bloodlust" on you. As far as I am concerned that's a waste of time, for the most part, but if you really have to get by them...
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Old January 16, 2008, 04:33   #7
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I play Angband every winter, and I didn't notice this behavior until this year. Must be part of the latest version? I thought is was a pretty cool upgrade. I makes the hounds harder to deal with in some ways; before you could just get them to come around a corner one at a time, now they seems to shy away and avoid this.
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Old January 16, 2008, 07:30   #8
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Pack AI has been around for a while. I was using it back at least as far as V2.9.3.

What's different, is that it defaults to on as part of the option cleanup for V3.0.7 and later.
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Old January 16, 2008, 15:12   #9
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Originally Posted by zaimoni View Post
Pack AI has been around for a while. I was using it back at least as far as V2.9.3.

What's different, is that it defaults to on as part of the option cleanup for V3.0.7 and later.
Ahhh... that would make sense, as I typically have never really tinkered with any of the options.

This year is the first time I have gotten around to sort of figuring out the whole squelching thing. I guess I should spend more time looking into all those options!
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Old January 16, 2008, 16:14   #10
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Well...as long as we're looking at that, I'd like a second opinion as to whether the net effect of "AI cheats" is to make V easier. (Of course, self-healers become harder to kill...but that's expected, even if it's a balance problem.) It certainly has some counterintuitive effects:
* Fear resistance can be a minor disadvantage, as the alternatives to the "cause fear" spell are generally a lot worse in the mid-game. (Would you rather be afraid, or take a nether bolt? Especially if you normally fire crossbows in melee anyway?)
* As the breath weapon pruner doesn't take into account damage or ability to close in/melee:
** monster may pass up chances to breathe for instant kill (maybe not a bug, but it annoys me.)
** theoretically, disenchant resistance keeps intelligent disenchantment breathers from breathing. This doesn't really make sense in "can't close or melee", as no other resisted breath weapons get this treatment.
** Your inventory is generally much safer, both because inventory damage is related to damage taken and being resistant to breath-base (fire, cold, elec, acid) means that you aren't getting as many breaths. So that Staff of Power lasts longer.
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