RavenRed: Just a thought, but maybe the REGENERATE flag could be made a variable rather than a bool.

Instead of there being a fixed rate for Regenerating monsters and a fixed rate for non-Regenerating monsters, we could mix it up a bit. Golems and undead could have REGENERATE=0. Unless they have some magical means of recovering health (including the XP drain recovery idea mentioned in another thread), they'll just keep takin' hits til they drop.

The base rate could be REGENERATE=1, which could also be the default if no flag is present. (see below)

OTOH, other monsters could have REGENERATE=2 or REGENERATE=5 (for example). The flesh of jellies or elementals could reform itself as soon as it's damaged.

Sound like an idea?

PS, this change mightn't be too hard.

From dungeon.c:

/* Hack -- Base regeneration */
frac = max / 100;

If we could make it max / (100/Regenerate), or max / (100)* Regenerate then that would raise the rate of regeneration markedly...

IdeaArchive/Minor Idea: Monster Regeneration (last edited 2005-01-12 01:26:00 by RavenRed)