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Search for enemies
Posted: Tue Jun 04, 2013 3:34 pm
by AlexanderR
Currently fully explored level can not be automatically searched again. This is serious limitation, as enemies can move on their own, hiding in previously visited places. Making players search whole level for enemy, capable of teleporting away, may be very cruel, unless level is custom-made for manual exploration. Searching for enemies should be triggered separately from traditional autoexpl., but showing hint after finishing first exploration should be fine. For levels, which by design don't have exits (Farportal dungeons etc.), this should replace simple exploration, when there is no terrain left to explore.
Re: Search for enemies
Posted: Thu Jun 06, 2013 4:34 am
by BoomFrog
I just click randomly around on the mini map until I bump into the sucker. Keeping a charm with tracking on it can help too if you have good cunning. Especially a lite with the Watchleader ego.
How do you want the auto-monster hunt function to work? Just randomly explore the level for 100 turns?
Re: Search for enemies
Posted: Thu Jun 06, 2013 9:55 am
by AlexanderR
Just visit every tile from scratch until all are visited or enemy is encountered.
Re: Search for enemies
Posted: Thu Jun 06, 2013 3:51 pm
by PureQuestion
AlexanderR wrote:Just visit every tile from scratch until all are visited or enemy is encountered.
I think you may be missing the point of the request.