Small Update 322
I just tested the link for this new build.
"Okay, so the minion should be able to handle throwing weapons now, let's just quickly test that..."
Equip the minion's throwing hand. Press menu. Fwip-BLAM
. Run over to pick up the knife from the bloodied remains. It auto-equips back to the minion. Fwip-BLAM
. Another kobold out in the darkness meets its end.
That's feature number one.
Feature number two is the dive-nodes. I've added a lattice of diagonal diving nodes for ladder hopping. They caused a lot of issues with the minion tracking the player so the rule sets are quite different now, and the minion won't use dive nodes to keep its distance from the player.
However, monsters will now dive at you, and they will leap from ladders to get you.
The drop off of a ladder tactic has also been added for fleeing and chasing.
Lastly, the bravery stat. Characters with a bravery stat less than 1 that are quicker than their enemy must make a bravery roll after each melee attack. Take note that goblins have a bravery of 0.5. They will often stab at you now and then make a run for it.
Oh - and I forgot one incredibly fun to test thing:
If a character throws a weapon towards enemy's face and fails their hit roll - the enemy catches it, equips it, and most monsters like to throw it back straight away.
But you might get lucky if you stay facing it. You might catch it back.