Difference between revisions of "Monster intelligence"

From CrawlWiki
Jump to: navigation, search
(Effects of intelligence)
(15 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{stub}}
+
{{version|021}}
 +
All monsters have a level of intelligence that determines certain behaviours, such as tracking, avoiding danger and cooperating with allies.  In general, a monster's intelligence is a secondary consideration compared to its physical and magical abilities, but it does have a number of effects, mostly in fairly specific situations.
  
All monsters have an intelligence flag that by the game to determine certain behaviours. More information will come soon...
+
== Levels of Intelligence ==
 +
There are three levels of monster intelligence:
 +
# [[:Category: Brainless intelligence | Brainless intelligence]]: Plants, zombies, jellies, golems, elementals, insects
 +
# [[:Category: Animal intelligence | Animal intelligence]]: Animals, some non-zombie undead
 +
# [[:Category: Human intelligence | Human intelligence]]: Humanoids, some other powerful/magical monsters
  
=== Levels of Intelligence ===
+
== Effects of intelligence ==
There are five levels of monster intelligence:
 
# [[:Category: Plant intelligence | Plant intelligence]]
 
# [[:Category: Insect intelligence | Insect/Reptile intelligence]]
 
# [[:Category: Animal intelligence | Animal intelligence]]
 
# [[:Category: Normal intelligence | Normal intelligence]]
 
# [[:Category: High intelligence | High intelligence]]
 
  
 +
The following is a non-exhaustive list of effects of monster intelligence.
 +
* Brainless monsters will blunder into [[shallow water]], [[traps]] and dangerous [[clouds]] (except [[miasma]]). Intelligent monsters will avoid clouds unless they are [[resistance|resistant]]. A strong enough intelligent monster may choose to charge through a weak trap.
 +
* Non-brainless monsters will often try to make space for their allies to attack you.
 +
* Intelligent monsters search and travel more effectively and will continue to hunt for you longer after hearing [[noise]] or losing sight of you.
 +
* Intelligent ranged monsters will attempt to regain [[line of sight]] rather than charging directly at you.
 +
* Non-brainless monsters will retreat if they can't reach you or shoot at you.
 +
* Intelligent monsters may be able to guess your location even when you are [[invisibility|invisible]].
 +
* Brainless monsters cannot be [[pacify|pacified]] or [[bribe|bribed]].
 +
* Butchering intelligent creatures angers [[Zin]].
  
=== Temporary list of information ===
+
==History==
 +
Prior to [[0.17]], there were 6 categories of intelligence: plant, insect, reptile, animal, human and high.
  
* Confused high intelligence monsters don't move if next to a deadly cell (i.e. drowning in water).
+
Prior to [[0.13]] reptile intelligence and insect intelligence were one value, and Elyvilon could thus pacify insects. Also, friendly dumb monsters wouldn't turn hostile when damaged by ranged attacks.
* High intelligence monsters get an extra +10 to hit when firing ranged weapons.
 
* Animal or greater level intelligence monsters blocking a chokepoint while fighting you will move to the side to let further reinforcements come in. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-act.cc#569 Source]]
 
** Normal or greater level intelligence monsters will also move to the side if they are blocking a ranged ally further down a corridor from attack a target. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-act.cc#591 Source]]
 
* Monsters with greater than insect-level int will avoid taking damage from slime walls.
 
* Monsters with normal or greater intelligence and a ranged attack will attempt to regain [[LOS]] if you move out of their vision. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#83 Source]]
 
*Monster memory: The higher the intelligence, the longer monsters will pursue you even if they lose LOS. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#551 Source]]
 
*Monsters smarter than an insect will retreat if they have LOS but can't reach you. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#957 Source]]
 
*Monsters must have greater than plant-level intelligence in order to go [[berserk]].
 
*Normal or greater intelligence monsters will prefer to attack you, even when berserking. Other berserk monsters will attack the closest monster to them.
 
*Higher intelligence monsters have an easier time spotting you if you are invisible. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#253 Source]]
 
* Dumb monsters (Animal or below) are more likely to be distracted by Projected Noise [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#910 Source]]
 
* Dumb monsters (Animal or below) will not retaliate if you annoy (read: hit) them. Intelligent monsters will. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#927 Source]]
 
* Dumb monsters (Animal or below) will not flee when low on HP. Intelligent monsters will.
 
 
 
==History==
 
In [[0.13]] Reptile intelligence and insect intelligence will be different values, and Elyvilon won't be able to pacify insects.
 
  
[[Category:Monster intelligence]] [[Category:Crystal Ball Articles]]
+
[[Category:Monster intelligence]]

Revision as of 14:23, 14 June 2018

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

All monsters have a level of intelligence that determines certain behaviours, such as tracking, avoiding danger and cooperating with allies. In general, a monster's intelligence is a secondary consideration compared to its physical and magical abilities, but it does have a number of effects, mostly in fairly specific situations.

Levels of Intelligence

There are three levels of monster intelligence:

  1. Brainless intelligence: Plants, zombies, jellies, golems, elementals, insects
  2. Animal intelligence: Animals, some non-zombie undead
  3. Human intelligence: Humanoids, some other powerful/magical monsters

Effects of intelligence

The following is a non-exhaustive list of effects of monster intelligence.

  • Brainless monsters will blunder into shallow water, traps and dangerous clouds (except miasma). Intelligent monsters will avoid clouds unless they are resistant. A strong enough intelligent monster may choose to charge through a weak trap.
  • Non-brainless monsters will often try to make space for their allies to attack you.
  • Intelligent monsters search and travel more effectively and will continue to hunt for you longer after hearing noise or losing sight of you.
  • Intelligent ranged monsters will attempt to regain line of sight rather than charging directly at you.
  • Non-brainless monsters will retreat if they can't reach you or shoot at you.
  • Intelligent monsters may be able to guess your location even when you are invisible.
  • Brainless monsters cannot be pacified or bribed.
  • Butchering intelligent creatures angers Zin.

History

Prior to 0.17, there were 6 categories of intelligence: plant, insect, reptile, animal, human and high.

Prior to 0.13 reptile intelligence and insect intelligence were one value, and Elyvilon could thus pacify insects. Also, friendly dumb monsters wouldn't turn hostile when damaged by ranged attacks.