Monster energy and attacks of opportunity
A major mechanical change has landed in trunk. “Random energy” was introduced long ago in Stone Soup’s history as an attempt at deterring tedious-but-optimal levels of pillar dancing and luring, while permitting shorter trips. It has not been successful in that role, and additionally offered a “get out of jail free-ish” card in many fights against certain monsters. The spirit that motivated it also motivated previous devteam attempts to meet the problem with a better solution, such as the dynamic-monsters experimental during the 0.17 cycle. This time around we’re tinkering with the mechanic again, in the following form:
- Monster move energy is no longer randomized.
- Monsters adjacent to the player gain a 1/3 chance to gain a free* attack if the player moves away from them. Wu Jian martial attacks & rampaging give immunity, and monsters that don’t move fast enough to follow you can’t attack. *Terms and conditions apply: the monster must have sufficient energy to be able to move the next turn (monsters slower than the player don’t get this chance on the turn they fall behind), and monsters that attack slowly don’t get a full refund on the energy used for the attack, only the amount of a normal turn.
- Ogres, 2-headed Ogres, Ogre magi, and Thunderhulks attack more slowly in melee.
- Early D spawns are nerfed a bit, with top killers less common and Harold moved later.
In addition to the direct tuning changes above, backgrounds have their starting kits improved a bit with extra consumables, to increase tactical options in the very early game. See the next section.