Dwarf Fortress Bug Tracker - Dwarf Fortress |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0010432 | Dwarf Fortress | Adventure Mode -- Combat | public | 2017-12-06 20:31 | 2018-08-14 22:15 |
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Reporter | a52 | |
Assigned To | | |
Priority | normal | Severity | major | Reproducibility | always |
Status | new | Resolution | open | |
Platform | | OS | | OS Version | |
Product Version | 0.44.02 | |
Target Version | | Fixed in Version | | |
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Summary | 0010432: Venoms don't seem to work in turn-based mode (adventure or when controlling a creature in arena) |
Description | Playing as a black mamba man, I found that my bite, which should be able to kill a full-grown dwarf in seconds according to the wiki, couldn't even make a chicken nauseous. I've done some testing, and when biting as/being bitten by a venomous creature in either adventure mode or when controlling a creature in arena mode, the syndromes never seem to take effect.
If you switch out of creature control into real-time in arena mode, the syndromes instantly kick in and quickly kill the target. |
Steps To Reproduce | Create a black mamba man (or similarly venomous animal person) adventurer or take control of one in arena mode. Bite something small that a black mamba could kill easily. Watch as the target fully heals from the bite puncture wound before it's affected by the venom. |
Additional Information | |
Tags | adventurer, adventurer mode, arena, combat, syndrome, venom |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2017-12-06 20:31 | a52 | New Issue | |
2017-12-06 20:32 | a52 | Tag Attached: adventurer | |
2017-12-06 20:32 | a52 | Tag Attached: adventurer mode | |
2017-12-06 20:32 | a52 | Tag Attached: arena | |
2017-12-06 20:32 | a52 | Tag Attached: combat | |
2017-12-06 20:32 | a52 | Tag Attached: syndrome | |
2017-12-06 20:32 | a52 | Tag Attached: venom | |
2017-12-07 12:24 | chaosvolt | Note Added: 0037256 | |
2017-12-07 12:25 | chaosvolt | Issue Monitored: chaosvolt | |
2017-12-07 19:34 | a52 | Note Added: 0037262 | |
2017-12-14 09:39 | chaosvolt | Note Added: 0037305 | |
2018-08-14 22:15 | chaosvolt | Note Added: 0038718 | |
2018-08-14 22:15 | chaosvolt | Note Edited: 0038718 | bug_revision_view_page.php?bugnote_id=0038718#r15746 |
Notes |
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Adventure-mode time scale is a lot slower than fort-mode time scale. For example, suppose I added a venom set to kick in with full intensity in 0 ticks, in adventure mode (or controlling a critter in arena, which uses the same timing) you still have to wait around a dozen turns before symptoms occur. 100 is an adequate duration for modded-in potions, as a result.
Maybe 90% of syndrome effects can be made to bypass this oddity. The ABRUPT modifier that works for most effects, generally at most you only have to hit period once afterwards.
The DWF_STRETCH modifier can be used to make a syndrome last longer in dwarf mode, but this does nothing to resolve how long it can take for a symptom to kick in. |
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(0037262)
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a52
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2017-12-07 19:34
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Ah, yes, you're right. I knew the timescales were different, but I didn't realize they were quite /that/ different. (I had to press "." at least a thousand times before the victim was paralyzed.)
I'd still suggest that something be done to make venoms more useful, even if it's not actually a bug. Even if they technically take the same amount of game time to activate in fortress mode, a dwarf can only move a few tiles before death after being bitten by a black mamba in fortress mode, while in adventurer mode they could move at least one whole map tile before the effects kick in.
It's not really a bug, but I think it's still something that should be looked at. |
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Easy solution...i think, I hope, would be to make full use of the DWF_STRETCH feature.
Thing is, I don't know if that affects the start time and peak time, or if's only the total duration. |
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Issue 0010604 gives some info on how to correct for this.
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