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mi-go slaver beam ignores pain modification traits #35464

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MrOlaf opened this issue Nov 11, 2019 · 7 comments · Fixed by #36237
Closed

mi-go slaver beam ignores pain modification traits #35464

MrOlaf opened this issue Nov 11, 2019 · 7 comments · Fixed by #36237
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<Bug> This needs to be fixed Game: Balance Balancing of (existing) in-game features. Map / Mapgen Overmap, Mapgen, Map extras, Map display Monsters Monsters both friendly and unfriendly. <Suggestion / Discussion> Talk it out before implementing
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@MrOlaf
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MrOlaf commented Nov 11, 2019

Describe the bug

Mi-go slavers and scouts need tweaks:
1A. Beam attack bypasses player protections, even with "Deadened" mutation the player is quickly brought to SEVERE PAIN. Pain debuff is outside of the regular pain scale and stacks for several hours with drugs/CBMs/armor/mutations barely affecting it.
1B. Mi-go slavers and mi-go scouts seem to have 50 tile night vision instead of 50 tile vision radius in the day

  1. Mi-go encampment is too hot for player on NPCs to survive with current heat system (heat seems to stack and bypass all protections)

Steps To Reproduce

Steps to reproduce the behavior:
Regarding 1A

  1. Create character with DEADEND post-threshold mutation
  2. Spawn 2 mi-go slavers to apply their beam attack
  3. Player is quickly brought to SEVERE PAIN with overlapping stacking debuff

Regarding 1B

  1. Spawn mi-go slaver/scout 50 tiles from player at night
  2. See results

Expected behavior

Regarding 1A
Player with Deadened post-threshold mutation should be immune to the beam attack or the attack needs to be severely nerfed overall - just to provide short bursts of unmanageable pain, which could enable "capture" of player.
Regarding 1B
mi-go slaver and scout should have the same base stats, vision range as regular mi-go but mi-go slaver has non-damaging beam attack which debuffs the player and scout has a ranged damaging attack.
Regarding 2
Heat mechanic needs a fix so it doesn't stack/bypass protection.

Versions and configuration

  • OS: Windows 10
  • Game Version: 0.D-9282-g4c43c0d (tiles) build 9882
  • Graphics version: Tiles
  • Mods loaded: dda, disable npc needs
@Night-Pryanik Night-Pryanik added <Suggestion / Discussion> Talk it out before implementing Game: Balance Balancing of (existing) in-game features. Map / Mapgen Overmap, Mapgen, Map extras, Map display Monsters Monsters both friendly and unfriendly. labels Nov 11, 2019
@Night-Pryanik
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Beam attack bypasses player protections, even with "Deadened" mutation
Player with Deadened post-threshold mutation should be immune to the beam attack

Yes, this is definitely a bug and should be addressed. Also Sensory Dulling CBM.

Mi-go slavers and mi-go scouts seem to have 50 tile night vision instead of 50 tile vision radius in the day

That's not true. They both have 50 day vision range and 20-25 night vision range.

Spawn mi-go slaver/scout 50 tiles from player at night
See results

Spawned mi-go scout at night at 50 tiles. It doesn't see me at 39+ tiles. (I debug-spawned clairvoyance artifact). Note the absence of "Aware of your presence!" warning.

изображение

mi-go slaver and scout should have the same base stats, vision range as regular mi-go

All mi-gos already have the same day vision range (50), and most of them have the same night vision range (20), with the only exception of myrmidon and scout which have slightly better NVR (25).

Mi-go encampment is too hot for player on NPCs to survive with current heat system (heat seems to stack and bypass all protections)

While that MIGHT be a bug, I see nothing wrong in existence of locations that no player won't be able to survive in, no matter how hard he tries to. NPC cells could have a some sort of cooling mechanisms so they don't die from extreme heat, but otherwise harsh conditions in every other corner of this location seems to be intended.

@mlangsdorf mlangsdorf changed the title mi-go slavers and mi-go encampment are buggy mi-go slavers and mi-go encampment are too hard Nov 11, 2019
@John-Candlebury
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Theres certainly some temperature bug at work. Im pretty sure @I-am-Erk has mentioned that the Mi-go biome should work at something close to 56C but the place is often boiling hot instead.

image

In fact if you wait in there the tempreatures can increase into the high 250s celsius.

@Rivet-the-Zombie
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Beam attack bypasses player protections, even with "Deadened" mutation the player is quickly brought to SEVERE PAIN.

This shouldn't be happening at all; characters with that trait are supposed to be completely incapable of feeling pain.

@kevingranade kevingranade changed the title mi-go slavers and mi-go encampment are too hard mi-go slaver beam ignores pain modification traits Nov 12, 2019
@kevingranade
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This is working as intended except the pain effect and the temperature effect. The latter is documented elsewhere, leaving just the pain effects.

@MrOlaf
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MrOlaf commented Nov 12, 2019

Thanks for taking care of the bugs.

@KorGgenT
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@stale
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stale bot commented Dec 15, 2019

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Dec 15, 2019
@Night-Pryanik Night-Pryanik added the <Bug> This needs to be fixed label Dec 15, 2019
@stale stale bot removed the stale Closed for lack of activity, but still valid. label Dec 15, 2019
@kevingranade kevingranade added this to the 0.E milestone Dec 18, 2019
@KorGgenT KorGgenT self-assigned this Dec 18, 2019
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Labels
<Bug> This needs to be fixed Game: Balance Balancing of (existing) in-game features. Map / Mapgen Overmap, Mapgen, Map extras, Map display Monsters Monsters both friendly and unfriendly. <Suggestion / Discussion> Talk it out before implementing
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6 participants