I found Cursed Knights are tough, but very dumb. Picture on my site <a href="http://birdie.porcus.cz/knights.jpg">bi ... hts.jpg</a> shows my party (huh, can I say party when I have only one hero?) staying at 49,31,11 (according to DMute) looking at doors at 49,30,11. You can see Cursed Knight on the 49,29,11. What's the problem?
When I stay on 49,31,11 knight doesn't detect my presence and walks from left to the right and vice versa (from 46,29,11 to 50,29,11). If I want to lure him under the door, I need to stay in the doors (49,30,11) and wait until knight is at 49,29,11. Then he detects my party, turns and when I make backstep to the 49,31,11, he will follow me. But if I step back BEFORE he turns, he continues on his "guard walk" without following me.
Now I want to ask: is it planned behaviour or is it AI bug?
Bad monster AI
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- Lubor Kolar
- Artisan
- Posts: 178
- Joined: Thu Jan 25, 2001 10:21 pm
- Location: Prague, Czech Republic, Europe
- George Gilbert
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Re: Bad monster AI
Can you please send me a save-game in this exact position and I'll have a look at what the knight is thinking...!
Re: Bad monster AI
Although it could be smart for a mixed monster group not to go under a door as long as at least one of the monsters has missiles at its disposal.
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- Lubor Kolar
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- Location: Prague, Czech Republic, Europe
Re: Bad monster AI
George, did you got my savegame? Do you know now what that knight is thinking? I am too curious 

- George Gilbert
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Re: Bad monster AI
Yes - thankyou very much; I'll take a look over the weekend and post something up on Tuesday (it's a Bank Holiday here in the UK on Monday!).
- George Gilbert
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Re: Bad monster AI
Fixed for V0.21.
This was a really obscure bug by the way; there was a typo in the code replacing an "n" by a "s". The net result being that when a monster wanted to move due south the code was checking if the tile to the north was free. As you can see from your saved position this is exactly the state your knight was. To get through the door it had to move south, but as the tile due north was blocked so it thought it couldn't go south...
This was a really obscure bug by the way; there was a typo in the code replacing an "n" by a "s". The net result being that when a monster wanted to move due south the code was checking if the tile to the north was free. As you can see from your saved position this is exactly the state your knight was. To get through the door it had to move south, but as the tile due north was blocked so it thought it couldn't go south...
- Lubor Kolar
- Artisan
- Posts: 178
- Joined: Thu Jan 25, 2001 10:21 pm
- Location: Prague, Czech Republic, Europe
Re: Bad monster AI
Ohh, thanks for fast reply! It is very good you fixed very high AC for knights because now will knight chase me instead of guard-walk 
