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Moose audit #74554

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Moose audit #74554

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Karol1223
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@Karol1223 Karol1223 commented Jun 15, 2024

Summary

None

Purpose of change

I won't even lie to you it started because I read the tusked moose's description and it was a mess

Describe the solution

Regular moose

  • Health significantly increased
  • Armor pretty significantly increased
  • Gestation time increased
  • Calf growth time increased
  • Calf description slightly edited
  • Added a PLAYER_CLOSE anger trigger because you are NOT getting close to a wild moose without getting mauled or at the very least the thing running off
  • Removed the upgrades field - the general idea is not 100% of the population mutates, and if we make monsters upgrade in real time we can't show that in any way. We don't do this for any other animals either to my knowledge (except maybe frogs, but if we do that's something to look into)

Tusked moose

  • Significantly (and I mean it) increased health
  • Cut armor significantly increased, very minor increase to ballistic armor
  • Increased the weight and volume
  • Edited the description
  • Increased the gestation timer
  • Calf growth time increased
  • Calf description slightly edited
  • Slightly lowered the speed

Weakpoints & Bullshit

  • Added a new chest weakpoint to the quadruped weakpoint set - easier to hit for ranged weapons and provides crit modifiers for that, but increases damage against bash hits because ribs hard
  • Slightly lowered the difficulty for ranged weapons to hit the head

Describe alternatives you've considered

  • Not lowering the speed for the tusked moose

Testing

Additional context

The moose shall no longer be only 50% more tanky than a default zombie. Seriously what kind of bullshit was that

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions labels Jun 15, 2024
@ADekema
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ADekema commented Jun 16, 2024

How will this affect bullet damage. Bullet damage seems to be losely determined by ¨You can shoot this creature dead with one shoot during hunting¨. You might be a lot of discussion on bullet damage and ranged crits later if you just increase HP a lot. Also 500 HP for the tusked moose seems a lot for a mutant that is still only the size of a horse. That is more HP than hulks who are mend to be hyper evolved biological tanks.

@Karol1223
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Karol1223 commented Jun 16, 2024

Also 500 HP for the tusked moose seems a lot for a mutant that is still only the size of a horse.

Yeah our horses have even more absurdly low health at only 90. Most of our monsters do. Hulks included, given their description (but their size is also very weird in the game values)

Something being weird doesn't mean we should accept things being weird. The tusked moose should be a powerhouse. A normal moose already is irl. But I do agree that 500 is a lot. Though I'm not certain if that's because it's too high, or if it's just because every single monster we have has a horrendously watered-down HP pool. We gotta start somewhere. A tank that's gonna fuck you up but only if you walk up to it seems reasonable.

How will this affect bullet damage. Bullet damage seems to be losely determined by ¨You can shoot this creature dead with one shoot during hunting¨.

If you check the tests failing here you'll see that the game is angry at me for that (with archery, not bullets) - because you can no longer reasonably hunt moose. This should be solvable with a weakpoint set, but I gotta figure out how to add one.

@ADekema
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ADekema commented Jun 18, 2024

If you check the tests failing here you'll see that the game is angry at me for that (with archery, not bullets) - because you can no longer reasonably hunt moose. This should be solvable with a weakpoint set, but I gotta figure out how to add one.

This would definetly be a good idea. Otherwise when increasing the HP pool of many creatures to more reasonable levels you will end up with the whole archery damage crit debate again. I would however lower the tusk moose HP to 400 otherwise it can somehow surive a critical from a .50 BMG M2 AP which no living creature the size of a horse should be able to do.

@Karol1223
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The tests on this are giving me a headache. Someone wake me up from my slumber when archery tests are less annoying.

@Maleclypse
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Maleclypse commented Jul 27, 2024

I'd test it in game but I think that level of bleed effect should allow for the moose to be removed from the damage test since that test won't gauge if it bleeds out.

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Anyway I think we can remove crits and just add multiple weakpoints to living animals with significant bleed effects.

@github-actions github-actions bot removed the json-styled JSON lint passed, label assigned by github actions label Jul 28, 2024
@Karol1223
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I'd test it in game but I think that level of bleed effect should allow for the moose to be removed from the damage test since that test won't gauge if it bleeds out.

I am leaving your changes in because I agree that bleed is a good effect to apply, but in general I was leaving this PR alone because Kevin was supposed to do something about how crits/weakpoints interact to get the tests to be passable here.

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