Ok I fixed the first issue. It's already in the new apk link.Voom wrote:You're right, it is just a minor issue if you haven't attacked, in which case 100% chance of flee will suffice. But there is the point that once you have already attacked the flee chance can vary based on distance. I believe that is also minor, but slightly more of an issue then the former. Thx.twirlimp wrote:Voom wrote:While in aim-mode, before your first attack, you have the option to flee as if you didn't want to fight and you changed your mind. In this case, if the monster is not adjacent shouldn't the player be exposed nothing else but 100% chance of flee? Or maybe the flee chance can vary based on how faraway the monster is (longest combatable range at 100% chance of flee.
You're right, and I'll see if I can do it in the next couple of days (but note that you won't be followed unless you attack so it's a minor issue).
Actually there's already unused code to check whether you're at the start of battle (that is, no monsters are angry and coming to get you).
As for the second issue, to be honest I don't want to make flee chance decrease (edit: increase) with distance.
The whole point of adding following behavior to monsters was to make ranged-weapons more balanced.
If ranged weapons cause flee chance to increase, then I believe monster-following would have become useless.
If anything, flee chance should decrease with distance. Is that what you meant? Sorry if I misunderstood.