Saturday, 11th October 2014, 16:10 by Sar
So I've played a game with Ely yesterday (and I've won a couple before) and it dawned on me that the way pacified monsters behave might just be the least fun and the most clunky thing in Crawl. Let me explain: when you successfully pacify a monster, it turns "neutral". After that, it attempts to find an exist (any kind of stairs or hatch). If another monster is on its way, it will attack it. If the player is on its way, it will attack the player (and if you retaliate you get penance, of course). I think if the player is just adjacent, it can attack it (not sure). Also, sometimes if it can't find a way (?) it will just stand in one place for hundreds of turns. This creates situations like pacifying a monster in an open space and initiating autoexplore only for it to be cancelled because the neutral monster got in your way. Pacifying monsters in corridors is an enormous pain (I remember opening up a vault with long, spiral corridors and it was just the worst thing).
Now, there are ways to solve it.The most radical is to make monsters disappear instantly after pacification. I'm not a huge fan of that - it's probably better than the status quo (it's infinitely less annoying at least), but it just feels wrong to me, making pacification seem like even more of an instakill. Also, you won't be able to pacify a yak in the middle of a yak pack and get a free meal, if you want a gameplay reason.
My proposal is different: after you pacify a monster, it attempts to leave your line of sight. When it succeeds, it disappears. The only problem I see here is: what happens if a player deliberately follows this monster? Should it go for stairs then? Should it just run around? I don't know, what do you think?
- For this message the author Sar has received thanks: 3
- duvessa, Lasty, Wahaha