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Old March 5, 2020, 09:54   #11
Adam
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Quote:
Originally Posted by Sideways View Post
in V players already rely so much on hockeysticks/loscheese
This is the part i'm the least happy about in Angband, when monsters are there only for target practise.
I would consider some changes in this area:
- don't allow assymetric LoS
- maximize the number of runes/glyphs (tbh i do not use runes for a long time since i find it a too easy way for killing monsters so not sure if anything changed there but i guess one can still fill a tunnel with them)
- make monsters retreat if they can't advance to @ for n turns but they are being hit (to avoid wyrms being blocked by lava but standing like a stupid cow waiting to be shot to death). maybe even extend this to "if a monster couldn't attack @ in the last n turns make it flee" but this may be annoying
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Old March 5, 2020, 10:07   #12
Nick
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Quote:
Originally Posted by Adam View Post
maximize the number of runes/glyphs (tbh i do not use runes for a long time since i find it a too easy way for killing monsters so not sure if anything changed there but i guess one can still fill a tunnel with them)
This is an O feature (max runes 4 per level) which could be implemented easily - what do people think?

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Originally Posted by Adam View Post
make monsters retreat if they can't advance to @ for n turns but they are being hit (to avoid wyrms being blocked by lava but standing like a stupid cow waiting to be shot to death). maybe even extend this to "if a monster couldn't attack @ in the last n turns make it flee" but this may be annoying
I like this idea.
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Old March 5, 2020, 11:00   #13
Grotug
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Quote:
Originally Posted by Adam View Post
This is the part i'm the least happy about in Angband, when monsters are there only for target practise.
I would consider some changes in this area:
- don't allow assymetric LoS
- maximize the number of runes/glyphs (tbh i do not use runes for a long time since i find it a too easy way for killing monsters so not sure if anything changed there but i guess one can still fill a tunnel with them)
I've never done glyph abuse, but it does seem rather cheesy. I think a limit of 4 seems reasonable.
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- make monsters retreat if they can't advance to @ for n turns but they are being hit (to avoid wyrms being blocked by lava but standing like a stupid cow waiting to be shot to death). maybe even extend this to "if a monster couldn't attack @ in the last n turns make it flee" but this may be annoying
I like this suggestion very much (including if monster couldn't attack @). But then would it come back to the same place to fight you again after its flee response had dissipated? I think a good starting point might be n = 1d5 (with higher durations being less likely to occur than lower durations, if that's not too complicated to program).
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Old March 5, 2020, 13:19   #14
Diego Gonzalez
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Yes, a random factor is important. Some monsters should be bravest than others I think.
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Old March 5, 2020, 15:31   #15
Derakon
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This is an O feature (max runes 4 per level) which could be implemented easily - what do people think?
4 feels arbitrary to me compared to 1. But in either case reduce the cost of the spell if you do this, since it's currently expensive to discourage spamming them as a prelude to the fight. If you can only have one then the cost should make sense for re-casting it in the middle of a fight.
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Old March 5, 2020, 15:37   #16
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I like the retreating idea too, though maybe unintelligent animals like insects should continue to act the old, dumb way.
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