In KeeperFX v0.4.6 r1821 patch, git e229fb3, dated 2016-01-02 23:07:19, on the second Deeper Dungeon map 'Korros Tor' the green keeper will immediately(first 10 seconds of the level) dig south towards the center gold, opening up toward hero pockets before he can get/train any creatures.
The desired behavior is that green fist mines the gold that he has direct access towards on the east. He has claimed path right onto the gold so it is clearly the intent of the map for this gold to be mined first, and a human player in that position would always make that choice so the Computer Player should too.
Yes, i noticed that - he were trying to get wrong gold but instead had to fight all heroes walking around
This is a proximity issue, in a direct line, the gold by you is closer to it's heart, therefore it tends to dig to that gold first.
Priorities should be accessible gold over dig to gold. If that's possible,
Proximity should be determined by digging distance from claimed area, not total distance from nearest room. However, in the meantime this map will work just fine instead:
It's similar to a pathfinder issues with creatures, they will seek rooms that are closer in a direct line than rooms in walking distance. I've had multiple maps where I've had creatures walk through hatcheries to the other side of the map because of a hatchery is "closer" the other side of impenetrable rock. Same with treasure rooms. Maybe they could be solvable with a cap on walking distance for creatures
On 24 Jul 2016 10:31, Loobinex firstname.lastname@example.org wrote:Proximity should be determined by digging distance from claimed area, not total distance from nearest room. However, in the meantime this map will work just fine instead:
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