Open Loobinex opened 11 months ago
It might be a big change and could make lvl 10 imps almost unkillable.
It might be a big change and could make lvl 10 imps almost unkillable.
I disagree. But maybe one could add a rule in rules.cfg something like TeleportFleeBehavior = 0 for the classic and legacy ruleset, but it's set to 1 for the standard ruleset.
Maybe a fun mechanic would be to randomize the chances of them teleporting. It would look like they sometimes forget to teleport because they are too scared to remember that they can.
Putting a delay on the teleport or randomizing their chances would at least make them still able to get targeted.
Maybe a fun mechanic would be to randomize the chances of them teleporting. It would look like they sometimes forget to teleport because they are too scared to remember that they can.
Putting a delay on the teleport or randomizing their chances would at least make them still able to get targeted.
Teleport is not instant. They still take a meteor to the face even when they do.
Teleport is not instant. They still take a meteor to the face even when they do.
As they should.
Teleport to where? How can we ensure they don't teleport straight into another battle?
Teleport to where? How can we ensure they don't teleport straight into another battle?
To their Lair? That they should already do in case of Mistress with low health, I think?🤔
For the Imps I don't know... Isn't the Dungeon Heart their initial flee point?🤔
Teleport is not instant. They still take a meteor to the face even when they do.
As they should.
Damn straight.
Teleport to where? How can we ensure they don't teleport straight into another battle?
Where they would run to. Either a bit away, or possibly simply the 'flee pos', which is their lair or dungeon hearth. It's just 'why run when you can teleport'.
Creatures, including imps, that flee, will refuse to use their teleport spell and instead will walk. This is not their optimal choice.
I've done some initial investigations, and it is unrelated to the minimum distance to teleport. The
creature_combat_flee
function callscreature_move_to
and that one does not consider teleporting. However, if I do add the option to teleport intocreature_combat_flee
I get them to teleport, but inconsistently, so further investigation is needed.