Randomise enemy starting energy
Posted: Wed May 18, 2011 9:09 pm
Currently, what seems to happen is that all of the enemies on the level are generated at 0 energy (for actions/speed). This can lead to some problems, specifically with casting/shooting projectiles at 1 range, and at high character speeds, such as when using Movement infusion.
I have died/been hit in melee when I don't think I should have several times where the following sequence occurred: cast a spell/shoot an arrow, the target monster attacks, then the projectile crosses the one square, killing it. This can happen occasionally, but it should be a 1/20 chance for flame (for example) and it seems much higher than that.
The second issue is that all of the monsters are synchronized. This usually isn't a problem, but it can become an issue when you are trying to use a movement infusion to run past a group of ranged enemies with beam/cone attacks, and the entire group attacks at once.
One fix for this would be to generate all of the enemies at random energies, perhaps between 0% and 50% to keep the character's first turn advantage.
I have died/been hit in melee when I don't think I should have several times where the following sequence occurred: cast a spell/shoot an arrow, the target monster attacks, then the projectile crosses the one square, killing it. This can happen occasionally, but it should be a 1/20 chance for flame (for example) and it seems much higher than that.
The second issue is that all of the monsters are synchronized. This usually isn't a problem, but it can become an issue when you are trying to use a movement infusion to run past a group of ranged enemies with beam/cone attacks, and the entire group attacks at once.
One fix for this would be to generate all of the enemies at random energies, perhaps between 0% and 50% to keep the character's first turn advantage.