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Soulash

Soulash is a fantasy roguelike where you play as a forgotten god set on destroying the world. · By Artur Smiarowski

Pursuit Mechanics

A topic by Funsocks created Jul 06, 2019 Views: 260 Replies: 3
Viewing posts 1 to 2
(2 edits)

I'm here to whip a dead horse and maybe add my insights, because I'm having this same issue. And I play almost exclusively as Rasimi. I have a DEFINITE speed buff over everything else. I've tried playing as a pure warrior and I found the game boring. I like playing Glass Cannon type characters, kiting, and in other games, healing and support.

I've played 10 games in a row over the last 3 hours, and this is typically my experience:

The worst units in my case are Human Travellers. I can outrun anything else. But a human traveller before my first level up and the game is over. I'm almost certain they have nightvision and they're not easy to outrun as a Rasimi, in the middle of the forest north of the river at the start, at night time. I read the other threads and saw your advice on using trees to avoid enemies, but in my experience, the buildings in town work much better. Run around them in a circle until your pursuer is out of vision range and then beeline away from them when you're opposite sides of the building and hide behind trees to make your escape. Works a charm. Except for Human Travellers, who will pursue you endlessly to the edge of the map. I've never seen a message that "Human traveller stops to regain stamina" like some of the other enemies. They just relentlessly and nonstop pursue you for all eternity. I'm not sure if roads give you a movespeed buff that isn't awarded to enemies, but running straight down a road as a Rasimi can throw them off. Except for when you stop to rest and sleep and they just "randomly" wander to exactly where you are and beat your face in.

For my playstyle specifically, I use a Rasimi for the speed buff, crucial for kiting enemies. I play Warlock for the unlimited "ammunition" as I feel that Poacher is nearly unplayable in it's current state. No ability to craft bows until you find a "carpenter's bench", which I've never even seen, and no one starts with arrows as a recipe. So you get 20 shots and the game is over if you haven't killed at least enough Amazons to replace your arrows. And you have to sleep for 2 days every time you fight an amazon or the next one will kill you. Am I missing something? The arrows seem to not break sometimes, but it's hardly consistent. I get more arrows back that are fired at me than I get fired at enemies.

I can think of a few solutions to the pursuit thing which would really depend on you as a developer. Firstly, look at the code for Human Travellers and make sure there aren't any variables that are set to 10 instead of 1.0 or something, because those enemies are insane, bloodthirsty and relentless.

1. Increase enemy stamina consumption on movement. Enemies would need to rest more, which would give every character an opportunity to pick their battles. As a warlock with 21 stamina maximum because of my fatigue, I DO NOT want to fight ANYTHING. Even a rabbit is risky because it might be near a boar which will kill me if I drop to 0 stamina.

2. Decrease player stamina consumption on movement. Similar to the above, but would allow adventurers to "Get more done" in a day. As it stands, walking 100 feet down a road consumes the same amount of stamina and fatigue as felling a fully grown tree with a stone axe, which from personal experience can take the better part of an entire day. I feel like moving around is too punishing, but I realize that carefully selecting your movements is part of the strategy of the game, so this is perhaps a suboptimal solution.

3. Decrease the amount of fatigue added by resting. Fairly simple. Pressing "r" drops your maximum stamina by 1 instead of 3. Allows adventurers to get more stuff done in a day and not risk dying because they can't move for lack of sleep, which is hard to come by in a world where everything except rabbits and deers attacks you on sight for no apparent reason.

4. Give enemies a maximum pursuit range, or a radius from their home area where they will not continue to pursue. I have no idea how hard this would be to program, but it makes perfect sense from a roleplaying standpoint. Human Merchants aren't going to leave their shop to chase a Rasimi with literally no gear on ten million miles into a forest that's full of amazons.

5. Add an Adrenaline system. If the player takes more than, say, 50% of their maximum HP in a short period of time, they're automatically awarded a boost of fatigue as their fight or flight reflexes deign to select "Flight". Perhaps make this stacking so the first 50% adds, say, 25% max fatigue, and when you drop to 25% and below, you get another 10%. At which point, your body has nothing left to give. Another suboptimal solution as this would throw the balance out for warriors.

6. My honest opinion on the best method, one which would require extensive programming so I hesitate to even suggest it, is add a faction system. Humans, Elves and intelligent races won't attack you until you start slaughtering their people. Fishmen, sure. Owlmen, fine, they're beasts. Boars are fiercely territorial. Amazons, sure, if you wander south early. But I feel that humans that spawn 2 screens away from where you start the game and who randomly and regularly wander several screens from their spawn shouldn't be immediately hostile. It's just too relentless.

(1 edit)

As you've noticed most enemies, in the beginning, are slower than you, even without the Rasimi speed buff. The traveler is just as quick as you, and his primary statistic is willpower, so he has an advantage in stamina usage, which I think is fitting to the character. 

Here's my dilemma balance-wise. Ranged characters have a clear advantage over melee characters because they can kite. The world is open, sight range and the range of weapons is significant, so there is space to kite, and you see danger quickly enough. Your stat distribution only decides the glass cannon thing. The traveler, boar and maybe amazons with their ranged attacks are the only early threat for ranged characters that need some additional consideration. For these characters kiting tactic doesn't work that well, and I think it shouldn't. I believe this is the main challenge here that you need to fight the traveler differently than other folks, which is not an issue for melee characters. They have their problems with casters.

The offset of kiting is the risk of stumbling on another enemy, which makes the situation harder. All of this is in the game to not blast through too quickly. Later on, there are enemies with unique abilities that can get to you sooner or have ranged attacks of their own, or you might have to fight in dark places, or in small corridors where your range is not going to be your advantage. I prefer to add additional options to combat, like proposed before, craftable single-use items that can stun an enemy or apply slow, or maybe even change the environment to your advantage for a moment, to give players more options to deal with threats instead of allowing kiting to be the go-to tactic for everything.

I explained the arrow and bow situation in your other post, but to sum it up here: 
- You need a stone axe, not a workbench to craft bow and arrows.
- Poacher starts with arrows in recipes. Other professions need to salvage arrows.

1. I think it would make it too easy to kite.
2 & 3. Here are things you can currently do in the game to combat stamina issues:
- You can decrease fatigue gain on resting with endurance.
- You can reduce the cost of movement or making base attacks with endurance.
- You can regain more stamina with rest action with more points in willpower
- You can speed up fatigue regeneration during sleep with willpower.
You can see there is quite a lot you can do to improve stamina and fatigue management just by not putting all your skill points into damage. That's simply a tradeoff you are making and I think it's good that there is a cost associated with going full glass cannon.
4. The pursuit reduction might be a good idea. I'll experiment and see what to do.
5. Adrenaline sounds cool as an ability or some special passive trait for specific characters, but as a global mechanic, it might be too complex.
6. It might have to come to that it will have to be implemented at some point. However, it makes sense that everything alive focuses on you. You are the foretold evil that came to destroy everything. All the cows in the area gave black milk and so one. It's either kill you when you're weak or die soon enough for everyone. It's something I failed to communicate in the game, so I'll have to figure out how to do it.

(1 edit)

I didn't even know there was any prophecy or that I was feared, to be honest. Most of the intro seems to suggest that I'm long since forgotten, and most people wouldn't even remember my name, much less consider me a danger, especially reduced to a mortal coil. The only thing I had kind of gathered is that there was some kind of explosion when I possessed the creature that I make in the character creation, or even that I fell from above, because it looks like I start in a crater next to a tree that was smashed in the event.

I'm gonna pump a few more hours into it quite soon. I'll get past that beginning if it kills me. Thanks for the advice on playing Necro and Poacher. I'm going to give them both a try again. If I'm to be honest, I didn't even consider that the rabbits and deers might not be passive if I raised them.

There will be a few changes related to this in v0.2.5 (probably Friday): https://itch.io/post/811810