ai_sound and ai_smell

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  • will_asher
    DaJAngband Maintainer
    • Apr 2007
    • 1124

    ai_sound and ai_smell

    Why are ai_sound and ai_smell options? (rather than being always-active pieces of the ai).
    Are the options purely there for difficulty control or is there something weird about how the monster flow works that there would be some other reason to switch the option?

    I'm considering removing those two options from DaJAngband, and I wanted to know whether there is any reason to have them as options.
    If they're only there for difficulty control, I'll remove them. For a while I played with them turned off, and then switched them on. The change in difficulty was very small, but it helps flavor for the monsters to not be totally stupid in their movement.

    (didn't know whether to put this in variants, vanilla, or development forum...)
    Will_Asher
    aka LibraryAdventurer

    My old variant DaJAngband:
    http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    I suspect they're options because they used to incur a performance cost, but we're well past the point at which that's relevant these days. I could be wrong though.

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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Derakon
      I suspect they're options because they used to incur a performance cost, but we're well past the point at which that's relevant these days. I could be wrong though.
      I think that's right too. @DaJ: I'd have chosen Development but not to worry. I'd happily see them disappear - in fact ISTR that one of them has already gone from V...
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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