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Topic: SCP Beta 5 Issue Reporting
Page: « 1 ... 6 [7]
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664a317c7e70aNameless Voice

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Swapping the order of the two receptrons in the vulnerability metaprop should fix that.

664a317c7e8d9ZylonBane

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It should... but should I? Also trying to swap them produces a dialog I've never seen before about regenerating indexes which automatically terrifies me.

Another fun fact, you can actually get more HP out of a target with Soma Drain than it has, because it just grants you a flat HP amount based on your psi stat. Maybe RSD RSD fixes this, I don't know.

664a317c7e9f0Nameless Voice

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I didn't even know you could re-arrange them (is that something new in NewDark?) - I'd just edit both and change them to do what the other is doing.

Preventing it from draining more health than it has would need scripts though.

664a317c7eac9ZylonBane

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Yeah, links and receptrons have had move up / down buttons for years now.

664a317c7ebdbZylonBane

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Oh lord, I just noticed the Eggs archetype has a receptron on it to abort DrainStim, but it doesn't work, because Irrational left No Max unchecked.

So Soma Drain was never supposed to work on eggs... but for the last 20+ years it HAS worked on eggs... so SCP should probably go with precedent over intent here.

664a317c7ed27voodoo47

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yes, you should be able to drain eggs, they definitely are organic. and not friendly.

664a317c7efabsarge945

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Is "you should be able to drain eggs" some sort of euphemism? It somehow sounds dirty.

664a317c7f2b7ZylonBane

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At first I thought I'd messed up the new Soma Drain script. Nope, original behavior.

664a317c7f3bfNameless Voice

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I knew that there was an original bug where you could use Soma Transfer to kill the brain without destroying the stars...  but this thing? No.

664a317c7f5a3ZylonBane

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I'm currently toying with the idea of having some sort of pseudo-achievement popup if the player manages to find all the crew caps, but I can't decide if that would be:
A) A good idea.
B) Some Night Dive Skully-grade self-indulgent bullshit.

I mean we've already shoehorned two pretty massive easter eggs into this thing. Might be best to quit while we're ahead.

For context, crew cap objects were added in Beta 5, to give a little lore grounding between the two different styles of crew AI models, the older of which wear caps, and the newer ones which do not. So as to not get too silly with them, only one was added per deck, and one on the Rickenbacker.

664a317c7f7abZylonBane

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ACCOMPLISHMENT UNLEASHED: CHAPEAU PRO A-GO-GO
Bananas is pleased with your hat-collecting ways. You shall have a place in his regime as Chief of Hats.

664a317c7f940ZylonBane

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Tried adding a green glow to the Many goo drops just to see how it looked and... I kind of like it? Gives sort of a bioluminescence vibe that the BotM is otherwise lacking. And since the goo drop emitters even in vanilla already have some self-illumination, it's not a total ass-pull.

https://www.youtube.com/watch?v=94Z8jIDsWmc

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