-
Notifications
You must be signed in to change notification settings - Fork 4.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Moose audit #74554
base: master
Are you sure you want to change the base?
Moose audit #74554
Conversation
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. |
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.
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. |
The tests on this are giving me a headache. Someone wake me up from my slumber when archery tests are less annoying. |
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. |
Anyway I think we can remove crits and just add multiple weakpoints to living animals with significant bleed effects. |
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. |
5d668e8
to
64becfd
Compare
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
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 offupgrades
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
Weakpoints & Bullshit
Describe alternatives you've considered
Testing
Additional context
The moose shall no longer be only 50% more tanky than a default zombie. Seriously what kind of bullshit was that