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

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