v0.8.13 (Troubling Times) active on Google Play
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.13) from Google, Github, F-Droid, our server, or itch.io
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.13) from Google, Github, F-Droid, our server, or itch.io
More intelligent monster movement
- sorrow
- Posts: 1898
- Joined: Sun Apr 21, 2013 2:32 pm
- android_version: 2.3 - Gingerbread
- Location: the land of the devil dogs
Re: More intelligent monster movement
Interesting... if monsters do hit and run or flee could this also pave the way for projectiles in the game like bows and cross bows?
Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3
skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
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- VIP
- Posts: 1353
- Joined: Tue Feb 08, 2011 7:05 am
- android_version: 7.0
Re: More intelligent monster movement
No particular connection that I can see, other than being a first step towards there being a monster AI for them to start choosing intelligently among alternative actions besides just attack until they die or you do.sorrow wrote:Interesting... if monsters do hit and run or flee could this also pave the way for projectiles in the game like bows and cross bows?
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
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- Posts: 490
- Joined: Thu Jul 19, 2012 11:49 am
- android_version: 2.3 - Gingerbread
- Location: Netherlands (ikbendebob {at} yahoo {dot} com)
- Contact:
Re: More intelligent monster movement
More intelligent monster movement within the hack'n'slash battle mode we have right now is already a nice step forward. I'd love some more different battle tactics in version 0.8, just like a game mechanics overhaul... base damage is still getting to crazy levels, which make fast weapons (except for RP reasons) the type of weapons to go for...Tomcat wrote:No particular connection that I can see, other than being a first step towards there being a monster AI for them to start choosing intelligently among alternative actions besides just attack until they die or you do.sorrow wrote:Interesting... if monsters do hit and run or flee could this also pave the way for projectiles in the game like bows and cross bows?
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
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- VIP
- Posts: 1353
- Joined: Tue Feb 08, 2011 7:05 am
- android_version: 7.0
Re: More intelligent monster movement
I agree on the weapon damage/speed issue. There have been a few of us complaining about that, but so far to no avail. Even with the new specializations etc, you can always get more damage per round with a dagger than a two handed sword, if you put the same number of skill points into it.Thystonius wrote:More intelligent monster movement within the hack'n'slash battle mode we have right now is already a nice step forward. I'd love some more different battle tactics in version 0.8, just like a game mechanics overhaul... base damage is still getting to crazy levels, which make fast weapons (except for RP reasons) the type of weapons to go for...Tomcat wrote:No particular connection that I can see, other than being a first step towards there being a monster AI for them to start choosing intelligently among alternative actions besides just attack until they die or you do.sorrow wrote:Interesting... if monsters do hit and run or flee could this also pave the way for projectiles in the game like bows and cross bows?
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
- Fire7051
- Posts: 299
- Joined: Tue Aug 23, 2011 4:20 am
- android_version: 3.0
Re: More intelligent monster movement
I really like the idea of the Monster movement and thought about the potion drops. If the monster tries to drink a potion and is unable I think it would make it more realistic if you were able to pick it up. However, there is no hard fast rule that says that a potion that would heal a monster would heal our hero. Maybe instead the monster drops a vial of weak poison or a form of poison that does damage over time or causes actor conditions. The vial dropped could even cause a random effect when the hero quaffs it. Just an idea to revive an old thread.
Give a man a fish and he will eat for a day. Teach a man to fish and he will eat for a lifetime.
Give a man a fire and he will be warm for a day. Set a man on fire and he will be warm for the rest of his life.
Give a man a fire and he will be warm for a day. Set a man on fire and he will be warm for the rest of his life.