Equal danger level monsters switching places
issueid=2908 04-29-2014 07:09 AM
Senior Member
Number of reported issues by asdf: 54
Equal danger level monsters switching places

Currently otherwise identical monsters (goblins in the vaults, summoned creatures, even normal monsters in levels) - frequently switch places between each other, even if you attack them.

The goblin misses you. The hobgoblin misses you. The hobgoblin squeezes past
the hobgoblin.
You check your surroundings. The goblin misses you.
You check your surroundings. The female hobgoblin squeezes past the hobgoblin.
You check your surroundings. The goblin misses you. The female hobgoblin
misses you.
You check your surroundings. The goblin misses you. You block the female
hobgoblin.
You check your surroundings.
You check your surroundings. The female hobgoblin misses you. The goblin
misses you.
You check your surroundings. The female hobgoblin misses you. The goblin
misses you.
You check your surroundings. The female hobgoblin misses you.
You check your surroundings. The goblin misses you. The hobgoblin squeezes
past the female hobgoblin.

This really messes up pickpocketing because you need to tediously keep track if you are already pickpocketed this monster, or not, and pickpocketed monster already squeezed his way out.

Making only panicked/blind raged/stronger (summoner can squeeze past his summons) monsters able to squeeze past the others will be really great quality of life improvement for Pick Pockets.
Issue Details
Issue Number 2908
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Suggested
Priority 7
Suggested Version ADOM 1.2.0 pre 23
Implemented Version (none)
Milestone (none)
Votes for this feature 6
Votes against this feature 0
Assigned Users (none)
Tags (none)




04-29-2014 12:51 PM
Ancient Member
Also for people who just want to kill things, this is pretty annoying.

Given the change in monster distribution, I see no rationale for the switching change that occurred post-1.1.1. I would personally like to go back to 1.1.1 behavior outside of some extraordinary circumstances.

04-29-2014 02:28 PM
Junior Member
Yes yes and yes. Much annoyance when pickpocketing, otherwise just a lot of message spam.

04-29-2014 03:19 PM
Member
As SirTheta says if uninjured monsters keep coming to the front then it takes longer to have an effect on their numbers.

It is an interesting tactical situation that could be retained for some threat rooms, but not one that should happen with every bloody tension room of goblins or summoned wolves. Or tricker things, like in the early game if you let a room in PC:2 fill up with ants...

04-29-2014 03:27 PM
Ancient Member
Quote Originally Posted by mimhoff
As SirTheta says if uninjured monsters keep coming to the front then it takes longer to have an effect on their numbers.

It is an interesting tactical situation that could be retained for some threat rooms, but not one that should happen with every bloody tension room of goblins or summoned wolves. Or tricker things, like in the early game if you let a room in PC:2 fill up with ants...
If the monsters can only come at you one at a time, and don't have any healing abilities or ranged abilities(such that a wounded monster hiding in the back can do something useful), then their numbers don't really matter much (they have some effect on whether the count of monsters on the level gets low enough to spawn other guys, and when you get to loot bodies, but it doesn't make a big difference in immediate danger to you). So in that case it's mostly annoyance, not tactics.

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