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a) or even 50%
Original comment by SamuelPl...@gmail.com
on 26 Nov 2010 at 11:14
Nice, I didn't think of that, but you are absolutely right. It must be a pain
to fight that way though. :)
Absolutely, I think we should look at making the monsters more aggressive in a
future version. Right now they only attack if they happen to walk directly onto
the player. I would instead like them to attack if they see the player standing
beside them for too long or if some luck ratio for the player fails.
Additionally, this could be made into a skill in the future, where the player
can choose a skill that makes monsters less inclined to attack. I also want to
implement a "sneak" skill in some way, so that you can sneak by monsters
without getting into a fight with them.
Original comment by oskar.wi...@gmail.com
on 27 Nov 2010 at 10:21
And some monsters (bosses for example) could pursue you as long as they see you
Original comment by rafal.wa...@gmail.com
on 3 Dec 2010 at 10:33
I think this should be done in one of the next releases.
Example:
If I do the snake cave in level 17 and I always attack first then in the whole
cave I usually loose 0-10 HP. (sometimes 20)
If I redo it and let the monsters attack first then I loose 100 HP.
Its useless to skill any defense points right now...
I think there should be a 20-50% chance that monsters attack first. (Or the
player if the monster attacks him.) As its harder perhaps the XP factor should
be raised then.
Original comment by SamuelPl...@gmail.com
on 7 Dec 2010 at 8:34
Much cleaner I think (and less artificial):
- whenever you attack a monster, make that monster aggressive for a time period
(e.g. until next rest, or next respawn, or similar)
- have (some?) monsters regenerate (some or all) lost HP whenever some events
occur, e.g.
a) ending a battle (e.g. Heroes I-III)
b) player leaves the map
c) player rests
d) every X turns
Original comment by surrano
on 8 Dec 2010 at 11:35
Make the monster aggressive wont help in my case, as I kill it in 95% on my
first 3 hits.
There should be an initial attack chance for the monster.
Original comment by SamuelPl...@gmail.com
on 8 Dec 2010 at 12:22
I have now implemented monster aggression, as in :
- If you stand on a tile next to a monster, there is a 15% chance on each "tick" that the monster will be agressive.
- Each tick is currently 500ms.
This makes it much harder to sneak by monsters. In the future, we might
implement a skill as outlined in comment 2.
Original comment by oskar.wi...@gmail.com
on 8 Dec 2010 at 8:25
The current alpha improves this with the flee chance. Well done.
One last thought: Perhaps the flee chance should be 50% in the first round and
80% in all following rounds. This would prevent hit and run even more.
Topic could be closed.
Original comment by SamuelPl...@gmail.com
on 10 Dec 2010 at 7:57
Original comment by oskar.wi...@gmail.com
on 12 Dec 2010 at 10:34
I think monster aggression should be a monster trait, which can override the
global value and even to nullify it completely.
It makes more sense that some monsters are more aggressive than others.
Original comment by kims...@gmail.com
on 19 Dec 2010 at 10:18
Good point kimslot. We'll look into that in a later version. Some monsters
should even run away from the player I think.
Meanwhile, this issue is now fixed.
Original comment by oskar.wi...@gmail.com
on 20 Dec 2010 at 9:12
Original issue reported on code.google.com by
SamuelPl...@gmail.com
on 26 Nov 2010 at 10:42