There was mention in the treasures folder about items being released into the treasure system one creatures were update to use the UAC. I posed this question there, then realized that in point of fact my inquiry should rather be directed to this folder. So ....
>> Once I update creatures to use unarmed combat<<
Umm, hang on; I don't like the sound of that.
I don't fancy being grappled by a stone giant, thank you.
Will we get improved chances to avoid a UAC attack if we are trained in that form, similar to how knowing a maneuver helps avoid it? For example, I have 3 ranks in punch mastery. Does that help me duck a punch better than someone untrained in that attack mode? How about just knowing UAC in general? Block a kick the way someone with a sword might block an enemy's swing?
::This space for rent::
Critters using UAC on 08/03/2015 09:52 PM CDT
Re: Critters using UAC on 08/03/2015 11:27 PM CDT
Unarmed combat has worked fine with creature attackers since day one; I made sure that all the combat logic worked fine with any permutation of players and creatures for attackers and targets. Your defense against a creature unarmed attacker is exactly the same as it is against a player unarmed attacker.
The only missing component is the "AI" logic that will run it from the creature end. That can be tricky, for reasons that I think I've mentioned before. In a game like this, the intent of creature AI is to make the player feel like they're in a dangerous situation and a desperate battle (the prevalence of one-shotting makes this a lot harder to achieve). It is not to use the best strategy to defeat the player. The latter is easy; the former will take a bit more thought and experimentation.
I haven't yet had a reason to complete it because designing a new unarmed creature, or converting an existing one, hasn't yet risen to the top of my list. I think about implementing a shan monk every so often, just as an initial prototype unarmed critter. I may yet get around to it, or something similar.
The only missing component is the "AI" logic that will run it from the creature end. That can be tricky, for reasons that I think I've mentioned before. In a game like this, the intent of creature AI is to make the player feel like they're in a dangerous situation and a desperate battle (the prevalence of one-shotting makes this a lot harder to achieve). It is not to use the best strategy to defeat the player. The latter is easy; the former will take a bit more thought and experimentation.
I haven't yet had a reason to complete it because designing a new unarmed creature, or converting an existing one, hasn't yet risen to the top of my list. I think about implementing a shan monk every so often, just as an initial prototype unarmed critter. I may yet get around to it, or something similar.