Andreas Vogl wrote: > I have noticed that with today's CVS, most monsters > act like they were unagressive. This is now fixed in CVS. The new code broke it in the sense that the old code was broken. Basically, before, the rangevector/enemy wasn't being properly set up. This proved not to be a problem, since the distance value in the rangevector wasn't being used because of the logic. I made soem changes so that this is now properly set up/initalized. Did some quick tests, and it appears to work just fine. Monsters head towards the player, but not all of them - I went to the mad mages tower, and the ones nearer to the door would attack me when I first opened it, but the kobolds against the north wall didn't do anything until I moved closer. > > Besides, when the system is meant to stay as it is, > I would like to sprinkle some blinding immunities among > the high level monsters (dragons, big demons etc). > Does anyone have objections to this? I don't, and per my previous message, IMO this is the more correct thing to do. Note that the resist values for blinding reduce teh duration of effect. Thus, a monster with resist blind 95 is only blinded for 5% the length of time as a monster with resist_blind 0. But certainly some number of monsters should be immune to blinding.