proposal - Attacking Uniques Wakes Escorts

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Sky
    Veteran
    • Oct 2016
    • 2321

    proposal - Attacking Uniques Wakes Escorts

    Simple proposal; have escort mobs (the ones which are always generated together with a Unique, such as Shelob's orcs, or Lorgan's Easterlings) always wake up when their associated unique wakes up.

    Because, realistically, they are useless. They never wake up. The Easterlings that come with Lorgan always sleep through the fight .. so .. what's the point of having them there in the first place.

    The idea is great, that some uniques will *always* come with an additional bunch of less dangerous mobs that you need to fight off, but in practice it doesn't work.
    "i can take this dracolich"
  • DavidMedley
    Veteran
    • Oct 2019
    • 1004

    #2
    This is a can of worms, but I agree. There's already a bodyguard designation that controls some aspects of the AI. I'm not sure, offhand, what it takes to qualify for that designation.
    Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

    Comment

    • DavidMedley
      Veteran
      • Oct 2019
      • 1004

      #3
      Other worms in this can:
      - Groups without a unique
      - Monsters that aren't in a group

      And probably others
      Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9634

        #4
        Awake monsters in a group have a chance to wake other monsters in their group, the closer they are the more likely. There's currently no special treatment of uniques (or other group leaders) in this.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Sky
          Veteran
          • Oct 2016
          • 2321

          #5
          ... but there should be.
          "i can take this dracolich"

          Comment

          • backwardsEric
            Knight
            • Aug 2019
            • 527

            #6
            Originally posted by Nick
            Awake monsters in a group have a chance to wake other monsters in their group, the closer they are the more likely. There's currently no special treatment of uniques (or other group leaders) in this.
            Since monster_group_rouse() has this,

            Code:
                           if (friend->m_timed[MON_TMD_SLEEP] && monster_can_see(c, mon, f\
            grid)) {
                                    int dist = distance(mon->grid, fgrid);
            
                                    /* Closer means more likely to be roused */
            			if (one_in_(dist * 20)) {
                                            monster_wake(friend, true, 50);
                                    }
                            }
            the waking effect would be limited to line of sight between group members. Perhaps allowing for being within shouting range (monster_can_hear() ?) would help if the player lured a group member around a corner? Though perhaps that's a tactic that should be rewarded.

            Increasing the chance to wake a friend by some function of how much damage the monster doing the waking had taken is another, probably too simplistic idea.

            Comment

            Working...
            😀
            😂
            🥰
            😘
            🤢
            😎
            😞
            😡
            👍
            👎