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Wounds mi-go take should clot faster #49243
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Hey, great minds. I was playing with the idea of introducing bleed resist to keep chunky monsters from being kited to death recently. I could come up with two ways of doing it:
I admit haven't really looked into the feasability of either solution, so consider it up for grabs. |
From a quick look I think it would be possible to add it to |
The attacks applying the effect directly is pretty janky, and a relic from the old bleed system if I had to guess. I can take care of Ideally there would be a genericized resistance array that would allow for completely dynamic immunities, but I don't know how centralized the code for effects being applied to creatures is (and the hope somebody would implement the nice solution kept me from starting on the sloppier ones). |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Should have been closed by #49546 |
Is your feature request related to a problem? Please describe.
Mi-go are the masters of their own biological processes. I believe they should take damage from bleeding but I believe their bleeding wounds should close faster than human speed.
Describe the solution you'd like
I'd like to know how to make this happen or encourage someone more knowledgeable than myself to make this change.
Describe alternatives you've considered
Mi-go not bleeding at all, but that seems overkill.
Additional context
Add any other context (such as mock-ups, proof of concepts or screenshots) about the feature request here.
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