That sounds like sweet music. If 1 in 20 were non-territorial, you'd have a sporting chance!
Sil : Suggestions
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Nah, even with momentum it can be handy to have more than 5 lb if you are really strong (and don't want to take rapid attack to handle more strength). Knockback is exclusively strength now. It probably should be the effective strength bonus you have for your weapon.Comment
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Fine FINE. Forget I said anything... most people just auto-ignore me anyway so a response is more than I could hope for, to be honest. Haha.
Still, something to break the monotony and predictability of, say, orc archer packs, would be nice. One of the things I first liked about Sil was the really interesting monster ai and pack behaviors... but once you can make certain monsters dance like a marionette, I dunno. Some occasional behavior break would be refreshing I think.You are on something strangeComment
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Fine FINE. Forget I said anything... most people just auto-ignore me anyway so a response is more than I could hope for, to be honest. Haha.
Still, something to break the monotony and predictability of, say, orc archer packs, would be nice. One of the things I first liked about Sil was the really interesting monster ai and pack behaviors... but once you can make certain monsters dance like a marionette, I dunno. Some occasional behavior break would be refreshing I think.Comment
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Fine FINE. Forget I said anything... most people just auto-ignore me anyway so a response is more than I could hope for, to be honest. Haha.
Still, something to break the monotony and predictability of, say, orc archer packs, would be nice. One of the things I first liked about Sil was the really interesting monster ai and pack behaviors... but once you can make certain monsters dance like a marionette, I dunno. Some occasional behavior break would be refreshing I think.
"You see: the Mithril Longsword Ringil"
"The troll guard wields the Mithril Longsword Ringil. It glows with a wondrous light!"Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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The invisible cat assassin thing picks up a +9 deathblade. Ohhh snap.
The main reason I put forth this suggestion in the first place was seeing the complaint repeated that some of the monsters are very formulaic. I was trying to think of a way to make the monsters feel a bit more organic. They already feel real good -- the way they enter and leave the levels from stairs, and path around like they are searching, and their group tactics and, and, and...
It's kind of backwards, maybe, but the monster behavior is so good that silly behavior like 100% accurate movement prediction is really noticeable.You are on something strangeComment
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I agree with you. I would like to try a Sil version with much more unpredictable AI. But I would like dynamic randomness too, enemies suddenly changing their behavior. I was thinking it would be interesting if there were a few more orc captain style enemies, but each had a different AI strategy associated with it and it's band (and an ability to make it more effective).Comment
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I like the idea of some dynamic randomness more than randomness by individual. Even if it were that territorial monsters tended not to pursue as you got far away or out of sight, but you didn't have the guaranteed safety stepping around a corner, that would be interestingly different. I'm not certain whether it would be better overall or not.Comment
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Would it be technically feasible to have territorial monsters that spawn with designated territories of varying size (which they won't pursue past)? If so, would it also be possible to spawn specific terrain features and traps within those designated areas (ie webs within spider nests, tribal totems marking orc warrens etc). The current solution with monsters not pursuing past los and returning to spawnpoints (?) works, but does indeed break immersion somewhat.
EDIT: Also, traps that don't do anything but add flavours and alert the player to nearby dangers - imagine a low perception character saunter into an empty cave then suddenly stumble into a pile of gnawed bones and discarded webs, automatically make the perception check for all other webs in line of sight and suddenly realize shit is about to go down.Last edited by Infinitum; November 29, 2013, 16:56.Comment
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Sure would be nice to have an "item list" window similar to the "monster list" window. It's a bit annoying to have to 'l'ook at every weapon and armor you pass by to see if it's 'special'. If that would be easy to code, I would consider it to be a pretty high value and unambiguously good thing.Comment
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I like your dynamic random idea. More sophisticated than just monster anomalies.
I know FA has command to display items on screen (ctrl+i)... or to quote Nick,
"FA already has this." It is very nice. Perhaps others have it as well for code-steal behavior examples.You are on something strangeComment
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Having a sub window option is nice, but there should still be a separate key for it as well. Some people don't like using sub windows, or can't, or just prefer to have a minimal number of them. So, it's good to have a way of viewing this information through the main interface.
This applies to the combat rolls window as well, as far as I know the only way to get that info is via a sub window.Comment
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