Chaosforge Forum

  • July 22, 2019, 15:35
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: Wierd (but nice) bug  (Read 1822 times)

CociCookie

  • Private FC
  • *
  • Offline Offline
  • Posts: 9
    • View Profile
Wierd (but nice) bug
« on: August 04, 2007, 06:29 »

Well, playing this earlier today, I aws running round one fo the towers hunting for medpacks and ammo when 3 juveniles attack me. After the round I look at my health, it said 0/90. But it let me carry on, unitl I moved and got taken out the turn after

I was thinking to myself 'Jesus, this marine's got some fight left. Too bad he doesn't have a medpack...'

Good old bug... however much I like it though, it needs fixing...
Logged

zaimoni

  • Greater Elder
  • Corporal
  • *
  • *
  • Offline Offline
  • Posts: 59
    • View Profile
Re: Wierd (but nice) bug
« Reply #1 on: August 04, 2007, 07:31 »

Not so nice.

When that was introduced (death at <0 hp rather than <=0), it also applied to the aliens.  This eliminated at least one instant-kill of juveniles (ground zero of frag grenade), and undoubtedly messed with a number of corner cases in the damage levels that I haven't bothered to map out.

The bug I would like "fixed" (as a game world realism issue; some rebalancing would be involved as it really does make the game easier), is having frag grenades actually do damage when there isn't an alien at ground zero.
Logged
Pages: [1]