[Done for V0.39] Monster AI

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Lunever
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[Done for V0.39] Monster AI

Post by Lunever »

Now combat is fun again, with the improved monster AI and Master difficulty. If the monsters learn to break out if they are lead around in circle while being hit they will become worthy opponents.
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Gambit37
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Re: Monster AI

Post by Gambit37 »

The retreating from a closing door is cool too, they certainly run away pretty sharpish!
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Lunever
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Re: Monster AI

Post by Lunever »

I'm quite content with the Monster AI in V0.21, yet there is still some room for improvement, of course:

1) Monsters caught under a door should strike once, before they retreat.

2) It'd look definitely more realistic, if monsters would backstep instead of turning and running (imagine being in that situation: You are caught under a closing door, the other side of the door is held by armed opponents. You wouldn't turn your back on them, would you?). And, as mentioned in some other thread before, for some monsters like scorpions, moving backward is natural.

3) It would be cool, if heavily injured monsters would retreat. Also, heavily injured monsters should be prone to fear, even if they resisted fear before.

4) If monsters would learn to take not always a direct aproach to the party moving through the vincinity of the party, but would instead sometimes lurk behind a corner of narrow passages, this would be mean and cunning of them (and fun for the player).

5) =3)+4) If heavily injured monsters would, at least in narrow passages retreat behind the next corner to await the party there, ready for a last, desperate attack, this could make them really more difficult to finish off.

6) Of, course, if monsters some day gain regeneration, the above bhaviour for heavily injured monsters should be changed to a retreat as far as possible from the party, until they have recovered.

7) If monsters could be critically injured and thus get slowed down, as characters are, that too would increase realism of battles (imagine the great dragon, heavily injured, slowly retreating around the next corner, readying his breath to defend against the next assault...wouldn't that be great?) .

Besides: George, is there a bonus for the check to hit monsters, if you attack them in their flanks or in their rear (if not, it should be, best would be to make such a bonus dependent on ninja level). And: Is armor value handled different against melee and ranged weapons? For some weapons like bows, or more important crossbows/speedbows are designed to penetrate armor easily. That's why on many LARPS armor does not protect against arrows or bolts. I think this could also apply to RTC.
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George Gilbert
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Post by George Gilbert »

All this is now done for V0.39
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Lunever
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Post by Lunever »

All of it ?!?!? Incredible! Great! Wohoo!
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copperman
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Post by copperman »

Bloody marvelous, I've always said this to friends but never here. RTC is to dungeon crawls as unreal is to FPS, a complete and rounded package to allow new content and levels to be easily and seemlessly made. A first rate accomplishment for a "bedroom programmer" GG I salute you.
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