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Acid update - rebalance fields, acid zeds, add backgrounds for acid tiles #15359
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Praise. |
Amazing! |
Okay, tested this on my seasoned character by taking off head protection and most other armor and engaging them with a sword. Result: The acid pool on the ground did MUCH more damage than the shots themselves. PS: No the shots didn't miss, and I was wearing leather boots. |
Leg (especially foot) protection is still a must when engaging corrosives in melee. |
As I said, I was wearing leather boots, and no head or torso protection besides regular clothing. I don't think feet should be the only source of damage in that scenario. |
Acid spilling on feet is undodgeable. If your character has 5+ dodge, corrosives may have hard time landing a hit. |
Oh man, does this work on tiles? I am really only interested in the sleeping background, as tiles already shows things you are stepping on. I could do little zs coming out as a background, and if it was an overlay, I could do closed eyes and zs. |
Nope, but the support for it would be next to trivial to add. In
I didn't test it so it might not compile because of a typo or something like that, but that's basically all that needs to be done to allow setting up effect overlays. EDIT: Fixed the code This wouldn't allow per-body-part overlays (only global ones), but wouldn't have duplicates. No sorting order guaranteed, except that they wouldn't get scrambled every turn (only when an effect was added/removed). |
Problems addressed (at least partially):
Changes:
Acid field damage:
Increased the chance of getting the DoT from acid fields - immunity from direct acid damage won't necessarily protect from that.
And a minor code quality change:
Removed nonplayer.cpp and .h. Those weren't used anywhere.