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Jacob
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icon Beethro stops eyes from waking up (0)  
A new change in decoy behaviour is that they now wake eyes immediately when Beethro is hasted (on the half or full turn) while Beethro must be seen for a full turn. Already I'm not totally sure why this makes sense, but it's an intended change and therefore not a bug.

However, if (hasted) Beethro stands between an eye and a decoy he stops it being woken up immediately. This is inconsistent with the fact that monsters and tarstuff interposed between an eye and Beethro do not stop the eye from being woken.

Intentional? Logical? Bug?

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03-17-2008 at 06:26 PM
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Jatopian
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icon Re: Beethro stops eyes from waking up (0)  
IMO this is all inconsistent, even the bits you accept.

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03-17-2008 at 10:11 PM
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Jacob
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icon Re: Beethro stops eyes from waking up (0)  
Actually I don't feel that decoys should wake up eyes immediately when hasted (cos they're meant to be replicas of Beethro), but regardless this is not a bug because it was an intentional change in the code.

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03-17-2008 at 11:02 PM
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mrimer
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icon Re: Beethro stops eyes from waking up (0)  
I'd say that hasted Beethro blocking the view of a decoy, causing an eye to not wake up instantly is inconsistent and should be fixed.
Jacob wrote:
Actually I don't feel that decoys should wake up eyes immediately when hasted (cos they're meant to be replicas of Beethro)
I don't follow your reasoning -- decoys don't move at all, so why should their eye-waking rules suddenly change when the player is hasted?

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03-18-2008 at 12:54 AM
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icon Re: Beethro stops eyes from waking up (0)  
mrimer wrote:
I don't follow your reasoning -- decoys don't move at all, so why should their eye-waking rules suddenly change when the player is hasted?

I could imagine a situation in which you'd put down a decoy, then destroy it with your sword on the next turn. If Beethro's hasted, that would mean that the decoy was only present for one half-turn, and any evil eyes directed at it would only see it for one half-turn. They wouldn't wake up if they saw Beethro for one half-turn, so why should they wake up if they saw a decoy for the same amount of time?

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03-18-2008 at 01:02 AM
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coppro
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icon Re: Beethro stops eyes from waking up (0)  
Or if Beethro moves a mirror in the way/out of the reflection on a half-turn.
03-18-2008 at 01:34 AM
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mrimer
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icon Re: Beethro stops eyes from waking up (0)  
Watcher wrote:
mrimer wrote:
I don't follow your reasoning -- decoys don't move at all, so why should their eye-waking rules suddenly change when the player is hasted?

I could imagine a situation in which you'd put down a decoy, then destroy it with your sword on the next turn. If Beethro's hasted, that would mean that the decoy was only present for one half-turn, and any evil eyes directed at it would only see it for one half-turn. They wouldn't wake up if they saw Beethro for one half-turn, so why should they wake up if they saw a decoy for the same amount of time?
Sure, I agree. But the only way such changes would be at all consistent with non-hasted behavior is if eyes did not wake up until one turn after seeing something in the first place. Of course, this can not be the case since it wasn't that way since the very first version of DROD.

The only intended change to eye waking logic in 3.x is that the player/mimics won't immediately wake up eyes if they aren't seen for a full turn. Sure, it's quirky, but what can we do at this point? We can't alter the original waking behavior from 1.x/2.0, and we can't remove the new behavior without breaking 3.x/TCB, so I think all we can do is have the rules continue to follow both guidelines as best as possible.

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[Last edited by mrimer at 03-18-2008 03:35 AM]
03-18-2008 at 03:34 AM
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TFMurphy
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icon Re: Beethro stops eyes from waking up (0)  
mrimer wrote:
Sure, I agree. But the only way such changes would be at all consistent with non-hasted behavior is if eyes did not wake up until one turn after seeing something in the first place. Of course, this can not be the case since it wasn't that way since the very first version of DROD.

The only intended change to eye waking logic in 3.x is that the player/mimics won't immediately wake up eyes if they aren't seen for a full turn. Sure, it's quirky, but what can we do at this point? We can't alter the original waking behavior from 1.x/2.0, and we can't remove the new behavior without breaking 3.x/TCB, so I think all we can do is have the rules continue to follow both guidelines as best as possible.

I did suggest in the original thread that brought about the change that we could have eyes actually *move* on the same half-turn they wake up. That would still allow eyes to kill adjacent Stalwarts on the same full turn+half turn they wake up on - the move would just happen a half turn later. You could explain it as the Evil Eye's reaction's being so quick that it can do that, just so long as it's seen whatever it is for the required (and already player-learned) half-turn.

Of course, coding that properly is a little more involved due to the current layout of the code - Process would have to be run after a successful WakeUpCheck, but only if the Evil Eye started the half-turn inactive. So things would need to be moved around, and even then we'd need to think about how things like hot tiles work in this instance (though that would probably just be "as normal", since if they started on a hot tile, they'd be dead, and if they moved onto a hot tile during the half turn, they'd be dead if they waited on the next turn anyways).

And the problem I mentioned with this particular solution was that it had the potential to break demos - I don't know if there's any rooms that hinge on eyes not moving on half turns yet - there's certainly rooms where the player has to keep from waking eyes, but this is a bit different. But it'd hinge on whether room absolutely required an eye woken on a half turn to not move (if it woke on the full turn, it'd move immediately already in 3.0). All that said, the current change has the potential to break demos too, but the situation should be a little rarer.

And finally, this particular alternative would lead to situations where certain eyes move on consecutive turns when Beethro is hasted - once if they happen to wake up on a half-turn, and then immediately again on the full turn. I don't know how this'll feel to players, but to be thorough, I figured I should mention it. But how does that compare to Decoys/Mirror-movement/Stalwarts breaking the half-turn wake-up rule?

Anyways, if those were looked at and found to not be such problems after all, then perhaps it might end up being a little more consistent.
03-18-2008 at 03:59 AM
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mrimer
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icon Re: Beethro stops eyes from waking up (0)  
At this point, I am both worried about breaking demos but also following a slippery slope of adding more and more obscure rules to try to fix perceived issues. I think proposed changes will ultimately not solve more conceptual issues for players than they create. I'm just going to fix this bug in the next build by having a non-hasted entity not block the evil eye's wakeup check from moving forward.

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03-18-2008 at 02:48 PM
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