Spiders, wights, and dragons are territorial and usually guarding treasure. All of the enemy behaviour types concord perfectly with the creatures that employ them. Additionally, since Sil's levels are full of loops and branches, there is almost always another way in/out of the room where the enemies are they will send some orcs around behind the player to drive him into the open.Ĥ) Some enemies are territorial (leashed to a pole, as described in the article) while others are aggressive, ignoring group tactics and blindly charging at the player. If enemies stumble upon the player in a corridor, they'll retreat to the safety of an open room and lay siege to the doorway. Since there are multiple stairs up and down in each level, this creates the sense of being in the middle of an enemy supply line.ģ) Enemies communicate with one another and employ group tactics. It cleverly manages to overcome the door problem in myriad ways:ġ) Corridors are dark and the player's light radius is small, so being in a corridor surrounds the player with hidden information at all times.Ģ) Stairs spawn groups of enemies who travel in a circuitous path before exiting the level by a different set of stairs. One of my favourite roguelikes is an Angband variant called Sil. So the game is about luring uniques into special diagonal-only corridors and grinding it out against them there (Hit! Hit! Hit! Heal! Hit! Hit!), carefully conserving all your healing potions for the fight against Morgoth, who causes earthquakes and summons everything.) The answer to this one is to use a Destruction effect to automatically kill summoning wall-destroying monsters as soon as you see them, because even for a maxed out character, they're too dangerous to fight. And some monsters can move through - and incidentally destroy - walls, completely wrecking the idea that you might not get surrounded. OK, some monsters can hit to cause earthquakes, opening empty spaces where you were expecting the safety of walls. In general, it will also be out of your line of sight, so this means memorizing a few common flight patterns for ranged attacks.ģ. With no empty spaces around you, summoning can't do anything.Ģb: If the monster doesn't move, use wall removal effects to open a path that allows you to target it with ranged attacks while staying out of its line of sight. The solution is one of two things:Ģa: If the monster moves, dig out a corridor and wait for the monster to come to you. If you fight one of these in a room, you'll die. Later versions made group monsters unwilling to leave rooms, which made them no more dangerous than before, but much, much more tedious.Ģ. At low levels, you need to fight them in a hallway. As pointed out elsewhere in the thread, roguelikes can suffer from a similar problem. (I also didn't really understand why this was supposed to be a problem in the first place, but I put that down to the fact that I hate the entire genre under discussion. Now everything is fine, because you have the same gameplay, but you've labeled the floor the player is on "good" instead of "bad". We'll solve the problem that the door is a safe chokepoint by putting another safe chokepoint "inside" the arena, right in front of the door. I didn't understand the main solution the article offers. Staying safe behind a chokepoint might be unexciting
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