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Topic: SCP Beta 5/6 Issue Reporting
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677ee1848ff33ZylonBane

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Also IIRC the only character with a wrong-colored corpse model was Delacroix. CVN2K1 here seems to believe there were multiple miscolored uniforms though. Maybe he knows something we don't?

677ee184900c6voodoo47

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very sure there's more than one, but I'm too lazy to check the readme.

677ee184901ceZylonBane

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All I could find was Delacroix being fixed. Watts, Cortez, Polito, Tommy, Rebecca, Bayliss, Bronson, and Diego all have correct uniforms in vanilla.

677ee184902f9voodoo47

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ok, checked and a corpse uniform change is indeed just Delacroix, the rest were portraits, and he did ask about corpses specifically.

677ee184904a7CyrusVonNox2001

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I think the other one I know of is Malone, whose corpse, I think, is found next to Sanger in the cargo bays.

677ee184906dbeldrone

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So, we ran into some issues with the hatch on engineering in ss2ee, just wouldn't open.

We nailed it down to having accidentally added in the same scpdoor bug in the allobjs reverse engineered code.

The hatch works by having a frob event sent to it, which will do a toggle open thing on the door, problem is scpdoor will check if it is locked, and only does the toggle if it's locked.

It still works because stddoor received this message and does the toggle thing anyway.

so this:

   
function OnFrobWorldEnd() {
        ClobberTimer();
        SetDoorNormal();
        if (ShockGame.CheckLocked(self, true, message().Frobber)) {
            Door.ToggleDoor(self);
        }
    }

Needs to have a ! in front of ShockGame.CheckLocked to work properly.

677ee18490a3avoodoo47

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looks like we won't be needing SS2R after all.

677ee18490d5etiphares4

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ZylonBane
Oh my god... you guys are absolute gems 💎


-deleted-
« Last Edit: 01. December 2024, 21:06:40 by tiphares4 »

677ee1849112bZylonBane

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btw. this structure seems to be a lot more massive now....  :l
Never stop being an idiot.

Wait, no, actually DO stop.

677ee1849134etiphares4

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ZylonBane

with all seriousness, this is beautiful so far..

677ee184915cdsarge945

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It looks much better than the test version I threw together.

677ee184917e1ZylonBane

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I was looking at the armor metaprops, and discovered an inconsistency with protection from electric damage. Namely, half the armors or armor effects provide no protection at all:
- Light armor: No
- Medium armor: No
- Heavy armor: No
- Power armor: Yes
- Wormskin armor: No
- Psycho Reflective Screen: Yes
- Psycho Reflective Aura: Yes
- Energy Reflection: Yes

It almost seems intentional, but in a completely nonsensical way. Why would standard armor not protect against electricity, but psi powers do? Why not wormskin armor? Annelids are resistant to energy damage so you'd think wormskin would provide electric protection.

The only enemy that does electric damage is the maintenance droid, so if SCP made all the armors provide electric protection it wouldn't even make that big a difference, but y'know, some people like to throw a fit about these things.
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I would assume that human made, physical armour would only protect against physical threats really (unless it did specifically say otherwise in any description). But, as you say, worm-skin armour should presumably act as a defence in this situation - not that I'd know, though, since I've never used this type of armour, I think.

If, in real life, human armour did protect against injury caused by electrical attacks, then I wonder if the armour itself would suffer damage from (not too massive) electrical surges? I suppose it would depend on how the electrical charge itself would be dissipated, meaning that a science-fiction game could get away with portraying it either way; either an electrical attack would damage the armour, or it would not damage the armour, depending on what the game's developer chooses.

I suppose if there were more sources of electrical attack (or naked electrical current arcing through parts of the Von Braun, and the Rickenbacker) then it might potentially have been an idea to let the player gain a small amount of energy if hit by electricity when wearing power armour. Or at least, the power armour itself might receive a small energy boost, due to science-fiction-reasons.

Then again, maybe not (just to head off ZB cutting in and saying it's a stupid idea  ¯\_(ツ)_/¯).

677ee18491c14ZylonBane

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But wait there's more. In the vanilla gamesys the powered armor is set to reduce Energy damage by 50% twice, giving an effective 75% reduction of Energy damage. There would have been no reason to do this if 75% protection was desired because that could have just been set directly. ADaOB changed the second Energy receptron to Electricity.

So in vanilla, only psi powers provide Electricity protection.

But wait there's even more. In vanilla gamesys only the Tier 1 psi shield provides Electricity protection. The Tier 5 shield does not. WTF?!

And pure annelids have no vulnerability to Electricity damage at all. It's simply not listed. Now granted, in vanilla gameplay the only way a pure annelid could take Electricity damage is by getting accidentally shot by a maintenance droid, but the game should at least support all possible friendly fire scenarios.

I'm now leaning toward the possibility that electrical damage was added later in development and they just did a shoddy job of implementing it.

Regarding annelid vulnerabilities, I wonder if it would be too opaque to make wormskin armor reflect the vulnerabilities of the flesh it's made from, e.g. weak to incendiary/explosive/anti-personnel damage, but strong against energy damage.

And one more thing-- none of the armors (except Tier 1 psi shield again, ugh) protect against BashStim, which is how the game delivers falling damage to the player. Should armor protect against falling damage? Edit: No it should not. Fall damage protection is most likely on this psi power because it was originally a power called Feather Fall.

677ee18491d71ZylonBane

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Regarding WormSkin armor, the problem with it is that while it provides a psi boost and some toxin and radiation protection, it's not particularly useful as armor, only providing as much combat protection as Light Armor. This isn't great once you get into endgame or even midgame.

I wonder if it would be overpowered to make WormSkin's protection scale with the player's base PSI stat. So e.g. it could provide 20% protection at PSI 1, then increase by 5% per level from there.

677ee18491fabNameless Voice

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I think the WormSkin is leaning into the "wizard robes" trope - you have rubbish armour but you're a better wizard?   Or psionic, in this case.


Maintenance droids are pretty rare, but it does sound like the intention was for Electricity to be the same a Energy, just with those different player damage sounds.

677ee1849212fvoodoo47

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ugh, that's a lot to untangle;

-armor protecting against falling damage: no
-annelids getting hurt by maintenance droids: yes (mods that allow the player to make the bots friendly)
-wormskin extra protection against electro: yes (is still kind of bleh, would like to see people use it more)
-wormskin being extra vulnerable to anti flesh: no (let's not make it more bleh)
-standard armors protecting against electro: no
-psi shields protecting against falling damage: maybe (it's magic, so no need for logic here, whatever we decide is fun)

also, I'm ok with the current changes inherited from ADaoB.

677ee1849230asarge945

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Armor shouldn't protect against falling, even magical armor.

Fall Damage already scales with agility. If I wanted to accommodate that I'd instead make the wormskin give agility, as a "fast boy armor" that's weak but swift. But even then I prefer RSD's method of armor encumbrance.

I feel like electricity should be made to do exactly the same as energy. Having two different very similar damage types is very very confusing, but making them identical allows players to essentially use them interchangeably.

677ee18492653ZylonBane

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Here's where armor stands currently, summarizing all ADaOB and SCP changes from vanilla. The hazard suit and wormskin armor have been beefed up to encourage players to maybe actually use them.

Psionic detonation protection has been added to the psi shield powers since in vanilla only psi energy reflection had it. I thought about adding this protection to wormskin armor too, but didn't want to buff it too much. Well, it hardly matters either way since players can't set off psi mines. The only way you can take psi damage is by being near a psi mine when an AI sets it off. Maybe in early development more attacks used the psi damage type.

  • All armors: Added missing protection from Electricity damage (dealt by maintenance droid shots and electrical sparks).
  • Hazard Suit
    • Increased toxin and radiation protection from 75% to 80%.
    • As per the in-game description, added protection from energy damage (30%).
    • Added 30% protection from annelid bites.
    • Added full protection from worm piles.
  • WormSkin Armor
    • Increased combat damage protection from 20% to 30%.
    • Increased toxin and radiation protection from 30% to 40%.
  • Psycho-Reflective Screen
    • Removed erroneous protection from fall damage.
    • Added full protection from psi mines.
  • Psycho-Reflective Aura
    • Added full protection from psi mines.
  • Energy Reflection
    • Added protection from roving cyberspace objects in SHODAN level.

677ee184928besarge945

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Psionic detonation protection has been added to the psi shield powers since in vanilla only psi energy reflection had it. I thought about adding this protection to wormskin armor too, but didn't want to buff it too much. Well, it hardly matters either way since players can't set off psi mines. The only way you can take psi damage is by being near a psi mine when an AI sets it off. Maybe in early development more attacks used the psi damage type.

I'm surprised psi reavers don't use it

677ee18492a1fZylonBane

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Psi reaver projectiles are Anti-Human, which humans have a 400% vulnerability against. That seems excessive, but oh well.

Oh lord, I just noticed that the Human Vulnerability metaprop doesn't even list Psi vulnerability. Half-Mechanical and Half-Annelid DO have Psi vulnerability. That makes no damn sense.

Anyway, moving along... the Stasis Field Generator is the only weapon that the effectiveness doesn't scale with the player's skill. Should it? It would be fairly easy to make the stun time increase with the player's Heavy stat.

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