Cocytus Succeeder
Posts: 2184
Joined: Tuesday, 3rd February 2015, 22:05
Removal of monster spawns after level generation
The first paragraph of the commit notes two reasons for monster generation.
(a) Monster spawns can cut off retreat while luring or otherwise running away.
(b) OOD monsters have their own uses.
I am focusing on part (a) here. This is the reason given in the commit:
For monsters that complicate luring, retreating, and general movement
through cleared areas, generating some monsters initially awake can have
the same effect, and that will be addressed in a subsequent commit.
Perhaps I'm dense, but I don't see how this will help much, if it will at all. Suppose some player fights in a particular area and "clears" it. All awake monsters near the area will be attracted to the noise, and will be killed at the same time. The only ones who could theoretically wander into this "safe" area are monsters which are initially far away so that they didn't hear the noise, but through random walking, wander into the "safe" area. Also, for this to happen, the monster must wander into the "safe" area from the opposite side of the one which the player goes into, so the chance is further cut in, say, half.
This scenario is not at all the same as monsters spawning in "cleared" areas.
Besides, what exactly is the problem with monsters spawning over time, which needed to be fixed?
- For this message the author bel has received thanks:
- VeryAngryFelid