《地下城公会》冒险者会进行自动寻路,让玩家需要随时应对他们换路出现的影响,那么到底寻路系统是如何设定的呢,官方给出了明确的答复。
寻路规则如下:
1、优先选择近路(如果通向目标的线路不止一条,则倾向于更近的那条)
2、优先选择与冒险者级别相同的怪(对于boss尤其如此)
3、一切向钱看(并且对宝箱更加感兴趣,特别是更高等级的宝箱)
4、优先选择未探索区域(尤其是覆盖迷雾的地格)
之后冒险者会按照寻路规则朝“目标分值”最高的地格前进(即使本回合无法到达)。
开发者同时提到了一个特殊情况:冒险者会卡在某条路的尽头来回循环,其原因在于这条路的另一端被某个冒险者惧怕的等级过高的怪物霸占了。
以上。个人以为规则2或有特殊情况,比如有玩家提到barbarian似乎会优先选择比自己级别高1级的怪物?另外规则4我其实没太明白,其原文以括号加注,说明在寻路系统中“迷雾区域”和“未探索区域”并非完全相同的概念,那么“未探索区域”究竟包含哪几种情况还需研究(开过迷雾但是又放置了怪的地格?)。
请先注意原文中的红色字,官方明确表示“(冒险者如何寻路)一切都是确定的,游戏中(寻路系统)是0随机性的”。
原文如下:
tomchick: I suspect I know what was up in the screenshot you posted. The previous turn you were in that room that now has the skeleton gold pouch in it, right? I'll explain what's happening here, but first I want to break down the dungeoneer AI for you.
Firstly, it's all deterministic. There is zero randomness at play. Though there are a few gotchas that can seem odd like what happened to you there. We essentially look at every tile in the dungeon and score it for various things
- distance (in steps not a line, prefer closer ones)
- monsters (prefer monsters of same level, boss monsters even more so)
- loot (likes loot, higher level loot even more so)
- unexplored areas (prefers ones with the fog over them)
Then we pick the best scoring one and head towards it (not always reachable this turn).
In testing at some point in development we had a situation where your hero could get stuck in a loop of forever going back and forth between a corridor and a dead end room because they were too scared of the third connecting room which had a high level monster in it. Since there were no exits to build new rooms for them and because at the time you weren't allowed place down monsters on rooms that you had previously explored (a rule we've since taken out) you were basically stuck.
At the time we solved this by adding a strong negative score to the room your hero has JUST been in. So that's what happened with your screenshot.
Funnily enou
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