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Fix counter stunlock #45138

Merged
merged 1 commit into from
Oct 29, 2020
Merged

Fix counter stunlock #45138

merged 1 commit into from
Oct 29, 2020

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Kelenius
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@Kelenius Kelenius commented Oct 29, 2020

Summary

SUMMARY: Bugfixes "Fixed counterattacks stunlocking the character."

Purpose of change

Fixes #44986

Describe the solution

The check for a counter technique was incorrect, allowing any technique to be used as a counter without a move check. That has been amended.

Describe alternatives you've considered

WHEREIN LIES THE PROBLEM.

Right now, most counterattacks are completely regular attacks that are performed automatically. A few of them have additional effects, but when the counters cost the same amount of moves as regular attacks, there's no point making them counters, because then they could be just regular attacks, with an added bonus that the player is able to control who he's attacking. Uncontrollable attacks that consume moves can be undesirable for many reasons: the player might want to prioritize a different target; the player might not want to fight at all; the player might not want to attack a specific zombie (boomers, zombies that strike back with acid, zombies that shock attackers); the player might be standing in the acid or being zapped; etc etc etc. Automatic consumption of moves is bad.

Counters need something that makes them more interesting than a regular attack you can't control. There are a few ideas for this:

  • Make counters free move-wise again, but limit the survivor to one counter per turn. That way it's a useful addition that doesn't slow down the player without allowing simultaneously responding to attacks from 5 different enemies.
  • Make counters faster; e.g. 50% move cost. This lessens but doesn't solve the problems, and makes the counters somewhat useful compared to regular attacks.
  • Give new effects to the counters; higher accuracy was proposed. Requires an overhaul of martial arts.
  • Instead of making an automatic attacks, an enemy that attacks the player and triggers a counter would be marked for 1 turn; attacking that enemy would perform the counter. This also requires new effects for the counters, and an overhaul of martial arts; it also steps on the toes of onhit/ondodge/etc buffs.

I personally find ideas 1 and 4 most interesting, because 2 and 3 both involve the player automatically using moves and don't fix the fundamental problems, but for now I'd like to get the bug fixed, because melee is unplayable.

Testing

Teleported into a crowd of zombies, gave myself level 20 unarmed and all styles, switched to Judo, kept skipping turns. Character made one counter per turn, making all turns last 2 seconds. Switched to no style, no counters, all turns lasted 1 second. Again, I don't think automatically making a move is okay, but it's better to skip 1 turn than 10.

@kevingranade kevingranade merged commit c2f38b4 into CleverRaven:master Oct 29, 2020
@maibyo
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maibyo commented Oct 30, 2020

Thank you!
I'm someone who plays Cataclysm:DDA all the time.
I can only be impressed with the resolution of this problem.
Overwhelming thanks!
(I'm Japanese, so I use automatic translation. I apologize if there are any mistranslations. I just wanted to thank you.)

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Counters stun-lock the player
3 participants