From e6d0d46ac9977e77c7f19f41121ec466a3c53e56 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Fri, 17 Jul 2026 18:36:31 -0400 Subject: feat: update mob flee mechanics with new energy system --- data/help/movement.yaml | 22 ++++++++++++++-------- 1 file changed, 14 insertions(+), 8 deletions(-) (limited to 'data/help/movement.yaml') diff --git a/data/help/movement.yaml b/data/help/movement.yaml index 426e667..f6d1605 100644 --- a/data/help/movement.yaml +++ b/data/help/movement.yaml @@ -29,14 +29,20 @@ description: | Moving interrupts any active gathering or crafting action. - During combat, movement becomes a flee attempt. The mob continues - to attack during the movement countdown. If the mob lands a hit - before the countdown finishes, the escape fails ("Can't escape!") - and combat resumes. If no hit lands, the player successfully - escapes. See 'help combat' for details. - - The "run_countdown" option shows tick-by-tick countdown messages - when fleeing combat. + During combat, movement becomes a flee attempt. Instead of moving + immediately, you must wait for the mob to miss an attack — only then + do you begin the normal 1-2 tick movement delay. If the mob lands a + hit while you are waiting to flee, the escape fails ("Can't escape!") + and you remain in combat. Successfully fleeing stops combat and moves + you to the target room. + + Instant-move gear (Cape of Agility, GodMode) bypasses the miss-gate + and lets you leave immediately even in combat. + + The "walk" command auto-attempts to escape combat when you walk + through a hostile room. If a walk step is hit while fleeing, the + entire walk sequence is cancelled. If the escape succeeds, the walk + continues from the next room. With "description" toggled on, moving shows the full room description instead of just the room name. -- cgit v1.2.3