any change about movement AI of enemies? (about OoD)


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Vaults Vanquisher

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Post Tuesday, 13th October 2015, 02:44

any change about movement AI of enemies? (about OoD)

recently in that server where i play DCSS, some player complains about OoD.
i have seen his play. and i understand how he complains about OoD *RECENTLY*.

in my understanding, at enough power OoD hits enemies correctly.
But recently
-enemies' AI tend to avoid OoD
-OoD passwall enemies

any change about enemies' AI about OoD?
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Barkeep

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Post Tuesday, 13th October 2015, 15:10

Re: any change about movement AI of enemies? (about OoD)

OoD passwalling enemies has certainly been a thing for a while, IIRC it has to do with energy and which actors move at which times. I think a monster can get two moves when the orb is adjacent, and sidestep it. I think they do avoid orbs, but just because it's like any other obstacle to them.

I haven't noticed any recent commits that change anything about monster AI or OoD movement rules... but since this is come up before recently I bet something has actually changed on this front. Maybe it relates somehow to squarelos? Doesn't seem super likely, though...
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Abyss Ambulator

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Post Tuesday, 13th October 2015, 16:17

Re: any change about movement AI of enemies? (about OoD)

I think OOD behavior is intentionally weird so that you can't think too hard about it. A lot of things in the game are like this.
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Halls Hopper

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Post Wednesday, 14th October 2015, 04:11

Re: any change about movement AI of enemies? (about OoD)

I think it has to be more than that. I'm pretty sure I've cast OOD in a single square width tunnel and have it run up to, then past/through an enemy leaving them unscathed. There's no possible path for the monster to double step around it. It's common enough now that I notice it with some regularity (haven't really played an OOD caster in a while though), but it never used to act in that way.

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Abyss Ambulator

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Post Wednesday, 14th October 2015, 06:25

Re: any change about movement AI of enemies? (about OoD)

Use the search function. There is a thread specifically about this problem/question which contains the answer.

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Shoals Surfer

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Post Wednesday, 14th October 2015, 18:12

Re: any change about movement AI of enemies? (about OoD)

Link?
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Ziggurat Zagger

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Post Wednesday, 14th October 2015, 18:23

Re: any change about movement AI of enemies? (about OoD)


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Abyss Ambulator

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Post Wednesday, 14th October 2015, 19:02

Re: any change about movement AI of enemies? (about OoD)

lol

Vestibule Violator

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Post Wednesday, 14th October 2015, 19:40

Re: any change about movement AI of enemies? (about OoD)

Usual account: pblur on kelbi

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Barkeep

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Post Wednesday, 14th October 2015, 20:13

Re: any change about movement AI of enemies? (about OoD)

For what it's worth, there's nothing in that thread that suggests this should be possible in a 1-tile-wide hall. If that's happening, something else is happening.
I am not a very good player. My mouth is a foul pit of LIES. KNOW THIS.
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Vaults Vanquisher

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Post Thursday, 15th October 2015, 02:54

Re: any change about movement AI of enemies? (about OoD)

yeah, some players say "in my experience, OoD passwall enemy at wide-1 path.

So there is another trick.

Slime Squisher

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Post Thursday, 15th October 2015, 08:19

Re: any change about movement AI of enemies? (about OoD)

I confirm that OoD passes through monsters in 1-tile wide corridors. Most probably for the same reason it passes through monsters in open space (and not due to energy randomization).

It would be more acceptable if OoD was less stable (i.e. turn more often), but current behavior is at least irritating. Add to that spoilery special cases for targets moving diagonally to bypass the orb and you have a spell with bad design.

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Vaults Vanquisher

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Post Thursday, 15th October 2015, 14:28

Re: any change about movement AI of enemies? (about OoD)

this is a bug

Spider Stomper

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Post Thursday, 15th October 2015, 14:58

Re: any change about movement AI of enemies? (about OoD)

as someone who does not use OOD, i find it hilarious that people are complaining about how it works when the ones in spider can turn 135 degrees to smack you in the face
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Barkeep

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Post Thursday, 15th October 2015, 15:15

Re: any change about movement AI of enemies? (about OoD)

Anyhow, this sounds like a bug, if it isn't in mantis I'd recommend filing it there.
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Shoals Surfer

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Post Thursday, 15th October 2015, 18:16

Re: any change about movement AI of enemies? (about OoD)


should have been linked in the first place tbh

"hurr durr use the search" adds nothing and is kind of sassy
"this topic was made already and here it is" is helpful and cool

just sayin' bros
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Barkeep

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Post Thursday, 15th October 2015, 18:52

Re: any change about movement AI of enemies? (about OoD)

The good Tavern search function is actually Google -- add site:crawl.develz.org to your search terms.

The Tavern's built-in search feature is somewhere between "awful" and "completely useless."
I am not a very good player. My mouth is a foul pit of LIES. KNOW THIS.

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Barkeep

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Post Monday, 19th October 2015, 14:46

Re: any change about movement AI of enemies? (about OoD)

I am not a very good player. My mouth is a foul pit of LIES. KNOW THIS.

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