The problem of hard neutrals
Hard neutrals are neutral monsters you can't attack w/o confirmation and alignment hit. Soft neutrals are neutral monsters you can attack w/o confirmation or alignment hit. Soft neutrals are fine, but...
Due to some changes, I've noticed a lot more hard neutrals that will 'soon' (for some definition of soon) turn on you. This creates a dangerous situation if you're, say, luring the mad carpenter back to Jharod, or traversing the DH, so you wind up killing them anyway/trying to avoid the alignment hit. I think this creates something of a quandary (and an annoying one) - you're basically obligated to kill them before they turn on you because they are going to turn on you and you're going to have to kill them at that point anyway.
I'd like to post an RFE fixing this, but I'm not really sure what the solution is, so let's talk it out . I was personally quite fine with the 1.1.1 behavior where they basically never turned on you - what are y'all's thoughts?
gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
ULE: HeRa — OCG: DeMi
currently speedrunning DrAs.