Difference between revisions of "Energy randomisation"

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(Clarify the reasoning behind the name and explicitly mention "speed randomisation" as an alternative.)
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'''Energy randomisation''' is a game mechanic designed to add unpredictability to monster behavior, and to nerf [[pillar dancing]]. Monsters normally get to take a number of monster turns per player turn based on their speed: fast monsters act more often, slow act less. However, the game will occasionally and randomly give enemies 90% or 110% of the amount of time they should get, allowing you to occasionally gain a tile of distance between yourself and an equal speed pursuer, or to allow a pursuing enemy to occasionally attack you as you flee.
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'''Energy randomisation''' (also called '''speed randomisation''') is a game mechanic designed to add unpredictability to monster behavior, and to nerf [[pillar dancing]]. Monsters normally get to take a number of monster turns per player turn based on their speed: fast monsters act more often, slow act less. However, the game will occasionally and randomly give enemies 90% or 110% of the amount of time they should get, allowing you to occasionally gain a tile of distance between yourself and an equal speed pursuer, or to allow a pursuing enemy to occasionally attack you as you flee.
  
A monster who gets two actions due to energy randomisation MUST spend one of the two actions on a move.
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A monster can only get energy randomisation when one of its actions is a move.
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==Name==
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The name "energy randomisation" comes from the fact that the manner in which monsters move is described as "energy", with DEFAULT_ENERGY referring to moving at the same speed as any other action the monster takes. Hence, energy randomisation is inflicting randomness into this "energy". It can also be referred to as "speed randomisation", although this may falsely imply that the randomisation applies to all actions, not just movement.
  
 
==History==
 
==History==
Speed randomisation was first introduced in [[0.6]]. It was modified in [[0.7]] to ensure that enemies couldn't spend both actions attacking.
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Energy randomisation was first introduced in [[0.6]]. It was modified in [[0.7]] to ensure that enemies couldn't spend both actions attacking.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 18:38, 29 July 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.

Energy randomisation (also called speed randomisation) is a game mechanic designed to add unpredictability to monster behavior, and to nerf pillar dancing. Monsters normally get to take a number of monster turns per player turn based on their speed: fast monsters act more often, slow act less. However, the game will occasionally and randomly give enemies 90% or 110% of the amount of time they should get, allowing you to occasionally gain a tile of distance between yourself and an equal speed pursuer, or to allow a pursuing enemy to occasionally attack you as you flee.

A monster can only get energy randomisation when one of its actions is a move.

Name

The name "energy randomisation" comes from the fact that the manner in which monsters move is described as "energy", with DEFAULT_ENERGY referring to moving at the same speed as any other action the monster takes. Hence, energy randomisation is inflicting randomness into this "energy". It can also be referred to as "speed randomisation", although this may falsely imply that the randomisation applies to all actions, not just movement.

History

Energy randomisation was first introduced in 0.6. It was modified in 0.7 to ensure that enemies couldn't spend both actions attacking.