> commit 86f13bc905b15e990388d634829aac13b38f1f8d
> Author: Raphael Langella <raphael.lange...@gmail.com>
> Date:   Tue Jan 18 23:56:17 2011 +0100
>
>    Better movement AI for ranged attackers.
>
>    When you leave the LOS of a monster with ranged attacks, it will try to 
> regain
>    a line of fire instead of coming straight after you.
>
>    This is the end of the "duck behind a corner" strategy. Next CDO update is
>    going to be fun ;)

Interesting stuff, as Robert said.

I am a bit late to the party, but let me still say something.
First, the new behaviour seems to be okay in actual play (feedback on 
IRC), which is awesome. Second, there are limits to how far we _want to_ 
(as opposed to _could_) push monster AI.

An example: in the smartest world, centaurs would always keep their 
distance (i.e. ran away instead of towards you), disperse (so that every 
can shoot) and retreat if their arrows are gone. This might be "realistic" 
but it'd be horribly unfun. So we don't want that (and Raphael's commit 
did nothing like this, of course.) I used to be a proponent of better AI 
no matter what but then Erik told me that we really should regard the 
staple monsters (those which come up in large numbers) as "redshirts": 
they're many, they're dumb (this means in particular reliable), and 
they're killed in masses by the player.

We should definitely keep the new AI in the game. We might need to be 
flexible about which monsters to apply it to. Standout monsters (fitting 
uniques, rare/strong threats) are always okay. Those can get all the AI wa 
can afford, by the way.
Lone centaurs regularly come up on D:4, are not too rare on D:5. If we 
think that Raphael's change makes them too hard [1], then we could step 
back, and for example, only give the new AI to centaur warriors, or to 
yaktaurs.

[1] I realise that the commit might make it _easier_ for players to 
survive early centaurs because they might not follow you after ducking 
behind a corner.

Keep up the good work!
David

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