|Anonymous | Login||2020-06-04 12:59 CEST|
|Main | My View | View Issues | Change Log | Wiki | Tavern | News|
|Viewing Issue Simple Details|
|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0005429||[DCSS] Bug Report||minor||always||2012-03-15 11:25||2012-03-21 00:44|
|Status||resolved||Product Branch||0.10 ancient branch|
|Summary||0005429: Passive acid damage vs unprotected unarmed problem.|
Killing enemies with acid passive damage with your bare hands/transmuted attacks (in one hit) does not trigger said acid damage.
Not sure if bug or feature, looked around a bit but couldn't find any report about it.
|Tags||No tags attached.|
This has been the case forever, and it also applies to the killing blow to a jelly with a weapon (no damage to the weapon) and to the killing blow to the royal jelly (no spawns, no matter how the damage was dealt).
I've always assumed this was a feature, but it is definitely spoilery and I'm not sure it is really needed. The primary relevance is to stabbers, since without stabbing you can't really guarantee one-hitting anything... and being able to sleep-stab a jelly without corroding a dagger or one-stab kill the royal jelly without anything spawning is nice, but I'm pretty sure they could deal with not having these perks.
Well I did find it convenient on my NaTr, it didn't quite make much sense and certainly wasn't a life-changing discovery but still, thought I'd mention it.
I hadn't even thought about stabbers, really, but I guess having to rely on heavily enchanted/artifact daggers to tackle jellies would be a little bothering.
How about keeping it and adding some flavor text upon landing the killing blow? Something like the slime quickly dissolving and leaving you/your weapon unharmed.
|It's better this way gameplay-wise. Do you really want stabbers to carry around a second, crappy dagger just for stabbing jellies so they won't ruin their non-crappy dagger?|
|Uhm, why exactly stabbers would be exempt when no one else is?|
|Huh. I've always done exactly as minmay described, assuming that my dagger *would* be corroded.|
Making TRJ spawn jellies upon being instakilled will make fighting it less interesting, not more. The threat from TRJ isn't itself really, as it's about as dangerous as 2 acid blobs strapped together: not trivial, but if you can't handle that one way or another, you probably shouldn't be in Slime.
No, the threat is the spawns; being able to avoid them by one-shotting TRJ is an interesting option: it requires very high Stabbing and Stealth, and even then it's *far* from certain to succeed: TRJ could wake up, or your stab could fail to kill it. If TRJ were to spawn a ton of jellies upon being one-shotted, there'd be fairly little point in doing so; in fact, it'd be worse than just waking it up, since TRJ sits in an open area, meaning you'll instantly be surrounded.
Jellies not corroding weapons on the killing blow is an obvious bug, fixed.
TRJ not producing spawn is a bit more complex. One could argue for it being split in a way that magically kills everything -- but then, how the hell do you stab a jelly in the first place? A sneak stab should do exactly the same damage as any other non-cutting hit: there are no vital organs to strike. Still, I'm nice if unrealistic for not eliminating stabs here; anyway, per galehar's suggestion, merely the spawns are fixed.
|2012-03-15 11:25||gs||New Issue|
|2012-03-15 11:34||elliptic||Note Added: 0017297|
|2012-03-15 11:46||gs||Note Added: 0017298|
|2012-03-18 00:23||minmay||Note Added: 0017327|
|2012-03-18 01:09||KiloByte||Note Added: 0017328|
|2012-03-18 01:53||jeffqyzt||Note Added: 0017330|
|2012-03-18 03:13||ion_frigate||Note Added: 0017331|
|2012-03-21 00:44||KiloByte||Note Added: 0017386|
|2012-03-21 00:44||KiloByte||Status||new => resolved|
|2012-03-21 00:44||KiloByte||Fixed in Branch||=> 0.11 development branch|
|2012-03-21 00:44||KiloByte||Resolution||open => done|
|2012-03-21 00:44||KiloByte||Assigned To||=> KiloByte|
|Mantis 1.1.8[^] Copyright © 2000 - 2009 Mantis Group|