Difference between revisions of "Energy randomisation"
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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 | + | '''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. |
− | A monster can only get energy randomisation when one of its actions is a move. | + | However, the game will occasionally and randomly give enemies 90% or 110% of the amount of time they should get. This can give a pursuer an extra attack, or occasionally gain a tile in order to flee upstairs. The aformentioned pillar dancing will eventually create that space, meaning that circling around is still viable. A monster can only get energy randomisation when one of its actions is a move. |
==Name== | ==Name== | ||
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==History== | ==History== | ||
− | Energy randomisation | + | *Energy randomisation will be removed in [[0.29]], replaced with attacks of oppertunity. |
+ | *In [[0.7]], enemies can no longer spend a random energy turn in order to attack twice. | ||
+ | *Energy randomisation was first introduced in [[0.6]]. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
+ | [[Category:Crystal Ball Articles]] |
Revision as of 07:41, 4 June 2022
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. This can give a pursuer an extra attack, or occasionally gain a tile in order to flee upstairs. The aformentioned pillar dancing will eventually create that space, meaning that circling around is still viable. 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" in Crawl's code, 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.