DRL > Requests For Features

Usability/consistency improvements

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Game Hunter:
The fact that you can aim in the path of an enemy instead of directly at an enemy in order to get around the chance to dodge is more an exploit than anything else. I'd expect a fix to this rather than an easier method to abuse it.

The knockback-missile pathing is a known bug which will definitely be fixed.

Badge system's getting an overhaul, so your point might be moot by the time we finish figuring out what the overhaul actually is.

EDIT: I can't read code derp

Kornel Kisielewicz:
Um. Enemies CAN'T dodge.

Game Hunter:

--- Quote from: Kornel Kisielewicz on April 16, 2012, 14:58 ---Um. Enemies CAN'T dodge.

--- End quote ---
Oh, right, derp. Man, I keep forgetting that very first line of the code. Maybe we should allow enemies the ability to dodge, but just turn it off in the base-game? Seems like dodging enemies could be a cool gimmick for modders.

Malek Deneith:
@bullet htting tile it wasn't aimed at - to be honest I saw it a few times myself, in ASCII mode. It's really, really rare and I can't seem to notice any reason why it is happening but it's there. It's actually pretty noticable since the bullet seems to go waaay off the route it should go.

Creaphis:

--- Quote from: Malek Deneith on April 16, 2012, 15:39 ---@bullet htting tile it wasn't aimed at - to be honest I saw it a few times myself, in ASCII mode. It's really, really rare and I can't seem to notice any reason why it is happening but it's there. It's actually pretty noticable since the bullet seems to go waaay off the route it should go.

--- End quote ---

I've also seen this. My impression was that, even though monsters can't dodge, sometimes when a bullet is calculated to miss its target its trajectory is shown on screen as if that monster dodged it (ie. the bullet flies toward the monster's last location instead of its current one).

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