Notes |
(0017297)
elliptic (developer)
2012-03-15 11:34
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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. |
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(0017298)
gs (reporter)
2012-03-15 11:46
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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. |
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(0017327)
minmay (reporter)
2012-03-18 00:23
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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? |
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(0017328)
KiloByte (manager)
2012-03-18 01:09
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Uhm, why exactly stabbers would be exempt when no one else is? |
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(0017330)
jeffqyzt (reporter)
2012-03-18 01:53
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Huh. I've always done exactly as minmay described, assuming that my dagger *would* be corroded. |
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(0017331)
ion_frigate (reporter)
2012-03-18 03:13
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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. |
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(0017386)
KiloByte (manager)
2012-03-21 00:44
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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. |
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