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[1.10b04] HKs and BoHs can deal damage to each other

 
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rhinoduck
Potatoes


Joined: 22 Oct 2012

PostPosted: Sat Aug 08, 2015 10:15 pm    Post subject: [1.10b04] HKs and BoHs can deal damage to each other Reply with quote

Barons of Hell and Hell Knights can take damage form each other and among themselves when the "infighting" cvar is 0. They do not target each other; behaviour for other cvar values not tested.

Got a report from bond who noticed in it MP and did a quick test to confirm in SP (2015-08-04 build).
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EarthQuake
Wicked Sick!


Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Sun Aug 09, 2015 10:27 pm    Post subject: Reply with quote

See http://forums.zdaemon.org/viewtopic.php?t=16164
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Sat Aug 15, 2015 9:24 am    Post subject: Reply with quote

Can someone please check if this is particular to the specific monsters or to all of them? in particular does the problem also apply to "exactly the same" monsters (eg., among barons of hell) or to "related" ones (barons of hell vs. hellknights) ?
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bond
On a Rampage!


Joined: 30 Apr 2002
Location: Russia

PostPosted: Sat Aug 15, 2015 5:53 pm    Post subject: Reply with quote

all of them i think
imps kill imps, same for mancs, revs, arachnotrons, knights and barons (between them too)
and cybers also
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Oxyde
Dominating!


Joined: 01 Feb 2012
Location: France (67) Host: Zero Dawn

PostPosted: Sat Aug 15, 2015 9:10 pm    Post subject: Reply with quote

I can safely confirm that there IS something wrong with the way infighting is dealt with. I played Invasion UAC on BaseQ earlier, all monsters were fighting each other all the time, even ones of the same kind. Revenant crowds sounded like playing Streets of Rage!
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rhinoduck
Potatoes


Joined: 22 Oct 2012

PostPosted: Sat Aug 15, 2015 9:40 pm    Post subject: Reply with quote

The initial observation was on HKs and BoHs, but it seems to be as bond stated. At least I can additionally confirm Imp-Imp and Manc-Manc from random experiences. To quickly test, just fire up the client, summon two monsters of the same kind through console in an empty area, and align one's projectile's path with the other. The pain sound makes it obvious quite soon even if the monsters have high HP.

EDIT: It's among the whole group with HKs and BoHs which I tried to formulate with that strange first sentence in my original post.
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Tue Aug 18, 2015 4:43 pm    Post subject: Reply with quote

Should be fixed in the upcoming release (110b05)
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rhinoduck
Potatoes


Joined: 22 Oct 2012

PostPosted: Wed Aug 19, 2015 6:06 am    Post subject: Reply with quote

Unless b05 is to be released very soon, can we get this as a hotfix, please? This significantly affects survival gameplay; it actually affects it to such a degree that I'd rather stick with b03 for Ducks servers and TNS if it were supported by the launchers, alas it isn't (you can copy files over manually but that is highly impractical). Therefore I plead for you to release the fix asap, don't let this stay in for a year or even half a year or even a month. The betas are betas in name only when over 90% of the servers are using them and you'd be making a lot of your previous work fixing things pointless by leaving such a fundamental thing to doom broken for so long.

EDIT: (better choice of certain words)
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Thu Aug 20, 2015 10:05 am    Post subject: Reply with quote

I realize how important it is and it won't take long.
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bond
On a Rampage!


Joined: 30 Apr 2002
Location: Russia

PostPosted: Fri Aug 21, 2015 4:50 pm    Post subject: Reply with quote

thanks )
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