Another use for patrolling:

Hostile monsters wandering across a grid they consider "interesting" may note it down as patrolling point to return to. There's currently no way of deleting such a patrol point short of enslaving the monster. As before, patrolling only applies while wandering. Other behaviour modes (chasing the player etc.) take precedence.

For now interesting grids are:

  • altar to one of the good gods for holy beings
  • altar to Beogh, or entrance to/return from Orcish Mines for orcs
  • entrance to/return from Elven Halls for elves
  • entrance to the Hive for killer bees

To test these changes, I've modified the stealth checks for wizard mode: If you set the Stealth skill to a value greater than 27 (possible in wizmode) hostile monsters will ignore you, i.e. not set MHITYOU if you are nearby. Noises will still wake monsters, and they'll hit you if they walk into you (or vice versa), but they won't target you.

git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5313 c06c8d41-db1a-0410-9941-cceddc491573

Created by  j-p-e-g  on May 28, 2008
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