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Moose audit #74554
Moose audit #74554
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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. |
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@Karol1223 care to fix the tests? |
I don't know how. Fundamentally, it's not because the moose are actually too hard to kill, it's something about archery tests not fully taking weakpoints into account. Kevin has a better idea of the actual cause, all I know is the tests aren't functioning properly and that it's beyond my skillset. I am keeping this PR on life support hoping someone fixes the problem with archery tests. |
Maybe just (temporarily) replace moose in tests with some other, more "killable" animal? |
I'm not sure how acceptable that is. I briefly considered making a test moose that'd just be a clone of the old one used solely for tests, but that feels wrong. Tests that are supposed to test ingame values should test those values. But at the same time, those tests shouldn't be a blocker to changing those values either. This is a shitty situation all around. I'll likely have to switch the test monster like you said, though. Guardian said he'd look at the tests in a few days if things go right, though, so I'll wait until then and if that doesn't go anywhere pull the trigger on changing the test monster. |
I poked a bit into changes, and into the code, and my only real suggestion is to remove/comment out the moose stuff from archery test So it happened to be the change right on the edge of the new way to handle archery, and ideally we need a separate archery test for it, something Karol cannot deliver. Since the change itself is pretty desired, i would suggest to comment mooses from the test away, if @kevingranade approve it |
With a complex as this is going to be to fix I can ok just disabling the moose test for the time being and making them super hard to kill. The right way, according to me at least, is to make it where you're implicitly aiming at the moose's thorax where it will guarantee lung and/or heart his with a "good enough" aim and set aim to be "good enough" in the test. In practice weak points are mostly independent of "how good your aim was" and there's no code path to tell them that a particular attack should be a really good hit. Also as guardian points out the impact of hitting a good weak point is also too low right now and the target will not bleed out ever, much less reliably and quickly. |
thank you Guardian
So uh... Is it now the same thing but from gun tests? |
AFAIK it's unrelated. I kicked the tests, let's see what they show. |
You kicked the windows build, I'm talking about the general build matrix |
I kicked it too rn. |
Yeah it's reoccuring. Now the gun tests are doing the same thing fucking hell this PR is a drag. |
mon_test_shotgun_0_bullet copies from mon_cow, which probably apply weakpoints of cow to the test monster, making it hit vital parts and deal more damage than test expects. Should be fixed if you override weakpoints
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* default moose * tusked + calves + anger triggers for normal * wowee more description edits * nerf calf health a lil * give the moose a ribcage for health benefits * more more more * Update quadruped_weakpoints_animal.json * I love arbitrary numbers !!! * Update mammal.json * Update data/json/monster_weakpoints/quadruped_weakpoints_animal.json * Update quadruped_weakpoints_animal.json * rename lungs to vitals * HP recalculations * Update mammal.json * disable it thank you Guardian * Update monsters.json --------- Co-authored-by: Maleclypse <[email protected]>
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