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Monsters are about 2.5 times faster compared to 1.4.1 #1248
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I've tested this a lot and I can't reproduce it (at least, fighting a monster one-on-one). If I have So I'm thinking there must be some other condition that triggers this bug. (If you're interesting in debugging timing issues, see |
Grayshoe's explanation gave me another angle to examine this,
And so I checked: indeed monsters that move at normal speed, can hit you every turn, and so does a Speed: 110 (Normal +0) character. So, everything looks fine, except... ...in classic MAngband, monsters spent twice the energy after attacking players! It worked by giving them negative energy. For example, level speed is 45, monster starts with 0 energy. Over the course of 10 turns, it obtains 45 energy, which is enough to attack a player. After attacking, it spends energy once [1], getting 0, and then again [2], getting -45. Then, it takes twice as long to go from -45 to 45, so players essentially are attacking twice as fast as monsters, in classic MAngband. This is weird and wrong, but I'm going to restore this behavior :( It got smoked after time-bubbles/energy updates, and |
In addition, classic MAngband allowed players to "build-up" energy, meaning if they stayed still, for a while, they would get 2x level_speed(), allowing 2 consecutive turns to happen when a fight starts (giving players a bit of an upper-hand/initiative bonus). |
So I don't know what to do, on one hand I really like the "no energy hacks and we're very close to how V works" situation, but on the other hand, we made the game about 2.5 times harder. As a compromise I'm going to re-introduce both those behaviors as birth options, but I kinda think it's a terrible idea. Someone should just make a ruling one way or another and just flip the switch permanently. |
hacks. Those are now birth options. The scoring system has been adjusted to give -10% penalty and 50% bonus for them. See also #1040, adds our birth options to SEVERELY OUTDATED option.txt help file. Feel free to revert, turn them into server-config, compile-time, or not-an-option-at-all (pick 1 behavior and stick to it).
Because of the real time element that is in Mangband that is not in vanilla it makes sense to have a movement penalty for monsters. In vanilla it's possible to have perfect player movement, where each game play movement can match a monster move. In Mangband it's nearly impossible to get that. I vote for a monster penalty similar to what we've had in the past.
Bill
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Subject: Re: [mangband/mangband] Monsters are about 2.5 times faster compared to 1.4.1 (#1248)
So I don't know what to do, on one hand I really like the "no energy hacks and we're very close to how V works" situation, but on the other hand, we made the game about 2.5 times harder.
As a compromise I'm going to re-introduce both those behaviors as birth options, but I kinda think it's a terrible idea. Someone should just make a ruling one way or another and just flip the switch permanently.
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@billsey, thank you! I'll also dump some comments by PowerWyrm:
(My comment: there isn't any problem, the situation indeed is as described) PowerWyrm concludes:
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Not sure if it's really happening or just a perception thing, but we have to test, as I trust Zal's instincts.
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