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QCF Design Community • View topic - Assassin's first strike conditions
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Assassin's first strike conditions

PostPosted: Mon Aug 15, 2011 4:01 am
by Deadman
Not sure if it's something you would consider a bug or not, which is why I didn't just post it in the bug section.
But you can't first strike monsters alongside edges of the screen, even if the rest of the tiles are revealed.

Re: Assassin's first strike conditions

PostPosted: Mon Aug 15, 2011 4:18 am
by Darvin
The Creeplight Ruins scenario in particular likes to put the boss along the edge of the map, and considering it's a three-stage boss an assassin really should be getting three first strikes. If WEYTWUT doesn't spawn, it's a massive blow to an assassin in that scenario.

I haven't seen a developer comment on this issue, so I don't know whether this is intentional or a bug. Given that than edge-hugging monster is largely out of the player's control (can't fix it without WEYTWUT, can't create it unless you screw up with a cowardly monster or knockback) I don't think it should stay this way.

Re: Assassin's first strike conditions

PostPosted: Mon Aug 15, 2011 4:38 am
by TigerKnee
I think it's a bug. I believe it works properly in the alpha/freeware version.

Re: Assassin's first strike conditions

PostPosted: Mon Aug 15, 2011 4:46 am
by Deadman

Re: Assassin's first strike conditions

PostPosted: Mon Aug 15, 2011 5:42 am
by FDru
Yep the assassin has the worst case of "boned by RNG" due to this.

Re: Assassin's first strike conditions

PostPosted: Tue Aug 16, 2011 1:01 pm
by PeaceChaser
Yeah, I was doing fine vs. anoobis until I found he was backed against the wall. I lost the dungeon because of that.

Re: Assassin's first strike conditions

PostPosted: Tue Aug 16, 2011 1:15 pm
by Nandrew
Heh, er, this was intentional. When I wrote the code I'd forgotten that this case was allowed in the freeware.

Next update will have edge strikes working more generously, though.

Re: Assassin's first strike conditions

PostPosted: Tue Aug 16, 2011 9:36 pm
by q 3
I like that the Assassin's first strike is different than the Rogue's - even now they're a bit too samey, the only real weaknesses for an Assassin being corridors and map edges. But map edges as a weakness does feel rather arbitrary, especially when (1) an early WEYTWUT can remove that weakness for an enemy that you don't intend to fight until much later, and (2) nothing else works - knockback and ENDISWAL are ineffective at map edges, and even cowardly enemies tend not to run away from edges, so unless it blinks you're out of luck if you don't have WEYTWUT.

I would suggest giving Assassins a weakness that the player has more consistent control over - for example, give them first strike only against monsters that are not adjacent to other monsters. That still leaves WEYTWUT as an option, but it also makes knockback and just killing the adjacent monster into options, and makes cowardly and blinking enemies a bit more interesting (both good and bad for player, potentially).

Re: Assassin's first strike conditions

PostPosted: Wed Aug 17, 2011 12:15 am
by GG Crono
I would totally be down with q3's suggestion if the edge thing was fixed.

Re: Assassin's first strike conditions

PostPosted: Wed Aug 17, 2011 2:03 am
by Deadman