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Posted

 

Currently, Hivelords spawn so many broods that two miners can be totally and easily surrounded and pretty much never have a chance to actually engage the Hivelord - pinning you down indefinitely. The spawnrate of Broods needs to be reduced drastically or other changes need to be made to justify the balance.

 

Combat log from an actual game contained below.

 

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Posted

 

  Regen said:
That's because there was/is a bug where broods can't die.

 

 

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Also, they took two critical gibtonites to the face. They either need to be removed until their immortality is fixed or a massive rework is done, IMHO.

 

Posted

The problem is 100% the delay on death of all mining mobs. On /tg/ it self attacking a hivebrood will instantly remove it from play and allow you to cut a path right to the hivelord. Here, broods just stick around for another second or so blocking your path and the newly spawned brood will take it's place making progressing to a lord annoying difficult. Not sure why exactly it does this, seems simple mobs don't force update their health when they take damage though.

Posted

 

It seems to be a bug with simple animals right now, the same thing is occurring with blob spores.

They aren't hostile after they are killed, however, they just follow you around and get in your general way for a bit, before disappearing.

That said, hivelords are obnoxious to deal with even without this bug, I don't even bother fighting them unless I have mining mobs in mob capsules on hand.

 

Posted

 

You haven't known true pain until you've been attacked by a basalisk and two hivelords at once, especially if you're flanked. Luckily broods despawn after you get far enough away, so digging a tunnel out and waiting a bit is your best option usually.

 

If any of the coders could pinpoint this bug and fix it, it'd be a godsend, as I know carp, spiders and viserators are all effected by it. Vampire bats too.

 

Posted

 

The problem is that mobs cannot die instantly, more or less.

 

The mob's death is handled whenever its next life process happens (which occurs once every 2 seconds) instead of when it takes damage.

 

Ideally, this should all update after a mob receives any kind of damage---then, once its receives the damage, the health is instantly updated and the mob is killed if the proper threshold has been passed.

 

This is a problem inherent for all mobs (human or otherwise).

 

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