On Wed, 26 Jan 2011, Raphael Langella wrote: > 2011/1/21 David Ploog <dpl...@mi.fu-berlin.de> > >> 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. > > There is still one thing that I'd like to improve with the monster AI. I > hate it when intelligent monsters waste turns trying to poison you over and > over when you are obviously resisting it. This behaviour is perfectly fine > for swamp drakes, but not so much for nagas and draconians. And the recent > change only made it slightly worse. Here is how I propose to fix it: > Whenever foo resists poison (can be an ally), we check all the monsters. If > it is intelligent, has foo as a target and can see it, we set a boolean > (target_resists_poison). Then, when evaluating available attacks, we skip > the poisonous ones (except poison arrow of course) if the boolean is set. I > wouldn't bother with other resists, as poison is the only one that can be > completely resisted.
That sounds good. My remark was not about abolishing all AI improvements, far from it. I just wanted to create awareness that "better AI" does not automatically lead to "better gameplay". Your AI modifications are good in every aspect. David ------------------------------------------------------------------------------ Special Offer-- Download ArcSight Logger for FREE (a $49 USD value)! Finally, a world-class log management solution at an even better price-free! Download using promo code Free_Logger_4_Dev2Dev. Offer expires February 28th, so secure your free ArcSight Logger TODAY! http://p.sf.net/sfu/arcsight-sfd2d _______________________________________________ Crawl-ref-discuss mailing list Crawl-ref-discuss@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss