new AI for chokepoints
issueid=6674 02-13-2021 01:12 PM
Ancient Member
Number of reported issues by auricbond: 264
new AI for chokepoints

When a character retreats into a chokepoint and the hostile npc is flagged as smart and has nearby company, perhaps on a certain die-roll, they either wait out of reach in a place where they can surround the player if he approaches them, or else start acting, movement-wise as if they have ceased to detect the player and are just walking randomly (perhaps even apply a fake 'neutral' state that immediately goes away when the player comes out of their mouse-hole...).
Issue Details
Issue Number 6674
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Suggested
Priority 3
Suggested Version ADOM 3.3.4
Implemented Version (none)
Milestone (none)
Votes for this feature 0
Votes against this feature 4
Assigned Users (none)
Tags (none)




02-16-2021 08:16 AM
Ancient Member
Seems like this would make running away from these monsters really easy. Also, depending on room size and door position, it might not even be possible for multiple monsters to get out of the way of missile attacks. For example:
Code:
###########
..#X......#
#.#.......#
#@........#
###########
The square marked with X is the only one that can't be targeted.
So the attempt to force a fight with multiple monsters at a time may just allow the player some free missile attacks, especially with the proposed "fake neutral" behavior.

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