-
Notifications
You must be signed in to change notification settings - Fork 4.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Firearm-wielding feral humans; Feral preppers & survivalists #51825
Conversation
All feral human enemies started out as magenta @, so i removed the "looks_like:".
Stalk: In theory, survivalist will return to being aggressive when being followed while they're fleeing. Hostile_seen: Survival instincts-fight or flight kicking in
How accurate are these monsters at shooting? They would be pretty over powered creatures if they never miss. I'd imagine there would be a slight loss in muscle coordination or vision from being infected by blob. |
I am very leery of gun-toting ferals at this stage of our monster development. Unless these folks are shooting wildly and missing a lot, it is probably too early for them. The sort of ferals that use monster (rather than being hostile NPCs) are the sort that should also mostly wildly wave a gun in your direction and pull the trigger, they're not taking a breath and focusing on you to aim. Additionally, I don't think they should be able to reload, and should have very limited shots. That's a feature, not a bug, it gives you a way to outmaneuver them by getting them to waste their ammo. |
Ranged ferals still have perfect accuracy if they have direct LOS, right? If so, I agree that it's too punishing to throw that type of enemy into the general spawn pool wielding anything stronger than the feral humans' thrown rocks. The ferals with firearms in labs are contained and in late-game locations where the player doesn't have to encounter them until they're ready. The noise created by a feral's gun going off in the middle of the city also creates an entire other layer of danger to them, and arguably one that invalidates the abilities of the screamer zombies. If anything, they would be better placed in LMOE shelters to add some risk to exploring those usually safe locations. |
Maybe you could make a feral carpenter that wields a nail gun. Or maybe a solution is you could add a gun that has poor accuracy that the ferals use but then drop the normal version of the gun. |
You're right guys, didn't thought of that. I'll try to make a similar fake-gun with bad-to-low accuracy, decrease the bullets too. |
studying the dispersion from acid spitters, i understood and made the fake guns have dispersion. Now feral preppers miss their shots, but will hit when their 2/3 distance near you. Feral survivalists will miss their shots, but will most likely hit their shots at 2-3/4-5 distance near you. (There was also an error, the fake gun didn't recognize 45_acp, maybe on my mistake, so we will substitute with 9mm.)
from the monster-gun file
gave the feral preppers an item pool for possible firearms to drop, mostly 9mm (error on 45_acp, or maybe just on my mistake)
I'm excited to find these enemies in the game! |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
You need double spaces after every non-final point.
Alright I studied the acid spray dispersion, and was able to code in shots missing, woohoo! |
Im now tempted ( I keep going back and forth) on making the survivalist have a different item collection drop of .45 handguns now that I re-read the Json data and see other hanguns with .45 caliber bullet. Theres the m1911, the mac-10 (could be a counter part to the ksub2000 already in the item group pool), smg_45, usp_45, and the walther_ppq_45, and the hptjhp (Hi-point pistol). Since the .45 is a little bigger than 9mm, I would assume it would be a little better, and they are also still small enough (I think) to quote:
Help me on this one, I don't know a lot on firearms and calibers, and the .45 could be actually a downgrade than 9mm, which would kinda go reverse on the enemy evolution upgrade-scarier over time aspect.
|
Some testing would be better, I'm not a fan of guns so I'm not the most appropriate to differentiate between weapons calibers, but I suggest to look at the data of the items while in game, they should list their differences (armor penetration, range, damage...), and you can more easily compare them with the compare command. THAT said, a lower caliber is a good way to balance a more precise and with more bullets enemy. |
45 ACP is slightly better than 9mm but not much better |
Alright, the 45 acp is only a little better (maybe) than 9mm, and that the survivalist is already more accurate and ammo-er than the prepper, than everything is already a-ok; Thanks guys. |
I have noticed that the item group drop for the feral security guards have the |
It sounds good, the normal ferals drop their ammo (rocks) too so it would fit with the rest. |
Alright will do, but Im gonna make it |
Using handguns that aren't the same as the feral sec-guard (m9 9mm)
I think adding the ksub2000 and the uzi to the special attack did something wrong; Commit had the red cross.
Removing survivor_stabbing (spears) from mon-drops
Alright everything looks complete and a-ok, i wait for further instructions from Devs. |
Requested someone to start the tests for ya, wait for a few hours til' they're all done. |
Thank you |
ok, I'm not sure on how to fix this. The commit applying says that the patch 0049(th) patch commit was unable to be applied. The 049th commit was the commit where I change the monster fake-guns and the pistol skill. I also changed the pistol skill of the sec-guard because the repository fork I am using right now is now outdated (before the pistol skill change). I'm not so sure, but i think the patch failed because the 49 commit changes the handgun skill of the sec-guard to pistol, while the now updated real file Cdda data already has the skill as pistol (i think this is the problem im not sure). I need help, what should i do to fix this problem? |
I've requested someone with more knowledge of LGTM to look at this so hopefully you'll hear something back soon. When you test this on your local machine do you get any errors? |
Not your fault test is faulty today. |
Oh ok; Thank you.
I should-will check again. |
Sorry for whole-day delay, I have been slacking again. I can't check the downloaded game for me recently, the other device I usually use is slowly deteriorating and falling apart, and this device doesn't do well with zip files and Json it seems. |
I will make a new pull request with a new updated repository, commites that are minimal in amount with the final produce, after the neigbouring PR feral humans are also done, so it doesn't mix and break(?) |
Summary
Content "Adds feral preppers and feral survivalists to city areas, mostly in prepper houses."
Purpose of change
Brings in firearm-using feral humans to the city areas, mostly found in the dead prepper houses. Survivors aren't able to become feral humans again after they de-convert, but preppers, who are there from the beginning of the cataclysm, would be stuck within their safehouses, killing their compatriots, and be left by the carnage outside for them to be enemies for the player.
Describe the solution
Added two types of gun wielding feral humans:
Describe alternatives you've considered
If it is just to make so that there are firearm-wielding feral humans on the surface, we could also add the feral security guards to appropriate monster groups, like the office tower, but on the surface floors. Or the bank. Anywhere where they could logically be.
Testing
(2nd tests)
(^ prepper now has ~2750 for dispersion)
(3rd tests)
(4th tests)
Additional context
-(I am new to Git hub and pull requesting, this is the third times a charm, I have followed (hopefully correctly) the advices given to me, and hopefully this pull request will be following the correct form)