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Monster movement improvement
Posted: Thu Oct 16, 2014 3:32 pm
by vidarfreyr
I must congratulate the designers on great improvements in monster AI and movement. The #1 fault with LoG1 was that it was way too easy to outmaneuver most of the monsters. The fly was pretty much the only monster that was any challenge in that department, because it was very quick to react. Even the big bulky ones (perhaps especially those) were so easy to defeat that it bordered on the silly. Now I'm seeing monsters react to spring attacks by making backflips and even attacking quickly. *clap *clap. Bravo! I am very happy about this

Re: Monster movement improvement
Posted: Thu Oct 16, 2014 3:35 pm
by vidarfreyr
Still, some monsters seem to 'hang' when you are positioned diagonally to them. As if they don't know what to do next. There is room for improvement still. I'm looking forward to playing more to face more types of monsters, maybe I'll have more comments then.
Re: Monster movement improvement
Posted: Thu Oct 16, 2014 4:01 pm
by HeavyMetalMonk
They're not hanging, they're waiting. Just like you wait for a monster to move into your line of attack, so do they.
The "hanging" as you call it works especially well for them when you're fighting multiple enemies.
Re: Monster movement improvement
Posted: Thu Oct 16, 2014 5:57 pm
by Saice
And then there is the trickster. Man that dude is so trolly such good AI and man when I finaly got him.

Re: Monster movement improvement
Posted: Fri Oct 17, 2014 9:18 am
by Disasterrific
It's very clever - kinda obvious but ingenious to notice - all you have to do to make good monsters is use player tricks against them.
That with the spinning attacks and charges, and *ahem* other moves, have made combat a real joy. Some of it feels like I'm playing an FPS, which is pretty impressive for a grid-based game.
Re: Monster movement improvement
Posted: Fri Oct 17, 2014 11:51 am
by Sarumorpheus
Agreed. It's fantastic that the difference is clear as an unused healing crystal!
I've only encounter, let me think, around 6 different monsters so far and can clearly tell them apart by behavior alone, with some of them being quite deadly, such as the undead crusader and its sidesweep.
Good job.

Re: Monster movement improvement
Posted: Fri Oct 17, 2014 12:00 pm
by Chimera005ao
And then there is the trickster. Man that dude is so trolly such good AI and man when I finaly got him.

Did you though?

The more times I run into him, the more I wonder if he's the final boss...

Re: Monster movement improvement
Posted: Mon Oct 20, 2014 7:31 pm
by vidarfreyr
HeavyMetalMonk wrote:They're not hanging, they're waiting. Just like you wait for a monster to move into your line of attack, so do they.
The "hanging" as you call it works especially well for them when you're fighting multiple enemies.
That seems less likely when the monster is on fire and has only a few precious moments left in this world to throb about before he dies from the burning.
Re: Monster movement improvement
Posted: Mon Oct 20, 2014 7:44 pm
by Chimera005ao
Huge spoiler.
Wow... he actually was the final boss. >.>