-
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
Default quadruped animal weakpoint set #74873
Conversation
dca85a7
to
8d17856
Compare
These thing might be out of scope but:
|
|
I do think it should apply to stuff like zombies. A living creature might require less damage as it would start limping from just the pain but you could get a similar effect on a zombie if you manage to sever or break its leg bone or joint. So for now I would just set the damage high to simulate actually ruining the biomechanics of the leg itself. Crippeling a leg would mean distupting the balance of a creature undead or not. This would give you a direct advantage in a fight as the creature would have a harder time dodeging and hitting you. It would also slow the creature down enough to give the player a chance to disingage and run away form a creature they normally couldn´t. It also creates a oppertunity to possibly kite a crippled creature. |
Summary
None
Purpose of change
I wanted to do it for a longer while and the balance tests on #74554 were a sufficient motivation. Still, however - fuck weakpoints, sincerely. The docs on this are horrible.
Describe the solution
Describe alternatives you've considered
Testing
Additional context