also, it should be possible to give them weapons. let's pretend that nobody notices.





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zombie


there are many items i want to completely get rid of, so monsters will not pick them up. suddenly, bottles with sulphuric acid are a scarce resource! and i started offering almost any trash i found too. any chests are great. and by the way, closing doors now has way more sense: the mosters cannot see items this way (if not spawned inside a room, of course). it's not fun to see a monster wearing ommel armor +20, you know.
and they WILL run for it (literally run, monsters are running to get the equipment). // do not go too far away
int range = Max(1, GetLOSRange());
const int IntStat = GetAttribute(INTELLIGENCE);
if (IntStat < 5) range = Min(range, 2); // kobolds! ;-)
else if (IntStat < 10) range = Min(range, 4);
else if (IntStat < 14) range = Min(range, 6);
else if (IntStat < 16) range = Min(range, 7);
else if (IntStat < 20) range = Min(range, 8);
else if (IntStat < 22) range = Min(range, 11);
else range = Min(range, 14);
this is basically as much as i can do with the current code. this is because the code itself is quite dumb: the monster re-evaluates everything on each turn, completely from the scratch. so it have to select the best equipment, otherwise poor thing will endlessly oscillate between several items.
rings of teleport and polymorph are ignored too, unless the monster have a way to control their effects.
zombie
there are many items i want to completely get rid of, so monsters will not pick them up. suddenly, bottles with sulphuric acid are a scarce resource! and i started offering almost any trash i found too. any chests are great. and by the way, closing doors now has way more sense: the mosters cannot see items this way (if not spawned inside a room, of course). it's not fun to see a monster wearing ommel armor +20, you know.
and they WILL run for it (literally run, monsters are running to get the equipment).
zombie
(WIP)