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Re: More intelligent monster movement

Posted: Sat Jul 27, 2013 10:08 pm
by sorrow
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?

Re: More intelligent monster movement

Posted: Sat Jul 27, 2013 10:30 pm
by Tomcat
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?
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.

Re: More intelligent monster movement

Posted: Sun Jul 28, 2013 11:34 am
by Thystonius
Tomcat wrote:
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?
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.
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...

Re: More intelligent monster movement

Posted: Sun Jul 28, 2013 2:48 pm
by Tomcat
Thystonius wrote:
Tomcat wrote:
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?
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.
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...
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.

Re: More intelligent monster movement

Posted: Mon Mar 31, 2014 4:35 pm
by Fire7051
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.