Difference between revisions of "Energy randomisation"

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m (NormalPerson7 moved page Speed randomisation to Energy randomisation: The technical name for this process is "energy randomisation". This article is fine to be left as a redirect.)
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'''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.
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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.
  
A monster who gets two actions due to speed randomisation MUST spend one of the two actions on a move.
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A monster who gets two actions due to energy randomisation MUST spend one of the two actions on a move.
  
 
==History==
 
==History==

Revision as of 16:25, 29 July 2018

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

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.

A monster who gets two actions due to energy randomisation MUST spend one of the two actions on a move.

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.