Introduce some variation in monster movement by adding and substracting
small random amounts to the fixed increment from the main monster table. The
amount added is potentially bigger (average is +2) than the amount substracted
(average is +1), so monsters will tend to be slightly faster. Probably not
noticeable except for super-slow monsters not being so glacially slow, since
net +1 is a bigger relative increase for such critters' low movement rates.
In practice, the noticeable effect will be that ordinary speed monsters will
occasionally get an extra move even if/when player keeps the hero unburdened.
Possible extension (although I'm not planning to do it): sort the
monster list by pending movement points, so that faster monsters move before
slower ones. The random variation would become noticeable because groups of
same-speed monsters would alter their movement order depending upon who got
a bigger increment or smaller decrement on that turn.
dipping multiple potions in another potion may only dip part of their stack
make being inside a stinking cloud (when not immune or resistant) become a
major trouble which is fixable by prayer
+introduce some variation in monster movement rates
Platform- and/or Interface-Specific New Features
/* average movement is 1.50 times normal */
mmove = ((rn2(2) ? 4 : 5) * mmove) / 3;
}
- }
+ } else
#endif
+ if (mmove) {
+ /* vary movement points allocated to slightly reduce predictability;
+ random increment (avg +2) exceeds random decrement (avg +1) by
+ a small amount; normal speed monsters will occasionally get an
+ extra move and slow ones won't be quite as slow */
+ mmove += rn2(5) - rn2(3); /* + 0..4 - 0..2, average net +1 */
+ if (mmove < 1) mmove = 1;
+ }
return mmove;
}