ErikH2000 wrote:
Schik's solution is a very big change, although it makes the most sense to me for gameplay.
I agree, although it may make the game much harder in rooms with many queens, as horde movement will be much improved. I'm thinking about L7,1S and L21,1N1W.
ErikH2000 wrote:
I'm afraid it would also slow down monster movement so that checkpoint and saved game restores would more often have a noticeable delay. In some rooms with many monsters, there is already an ugly pause during restore.
This is more perceptible in brain rooms, mainly in L25,2S (that's because it always take me a long time to beat that room).
A simple solution is to save an "
actual state"
along with the "
movements-so-far"
info, but this may introduce other problems.
About that, how does the brain algorithm work? I saw the code, but didn't understand it at first glance (and have lots of my own projects to worry about).
My guess: it assings a "
distance to Beethro"
to each tile a monster can move to, but is this recalculated for each monster or remembered until end-of-turn?
ErikH2000 wrote:
Plus, we are guaranteed to break some rooms in Dugan's Dungeon with Schik's solution.
What about the 'Neather? Thanks to him, door states can change during monster's turn. This, coupled with brains, can make things even more complicated.
ErikH2000 wrote:
This second problem also applies to your solution of sequencing monsters by their placement.
Why? I thought that was how all rooms in Dugan's were made. Are there some room in Dugan's with monsters in a non-standard sequence?
ErikH2000 wrote:
The monster sequence is currently preserved across save/restore/import/export.
Yes, I knew that. My suggestion was to resequence the monsters only when saving a room (while building it). Now that I think of it, it would be even easier to do it only at room start.