hiding Completely under purple sacs and nests.

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Dubszor
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hiding Completely under purple sacs and nests.

Post by Dubszor » 23 Dec 2015, 22:52

Bug Description:
You can hide under nests and purple sacs, fully, so you cant be seen at all, unless you right click on the tile

Steps to reproduce:
1.Start hide mode as runner
2.Move under purple sac or nest
3.Laugh at how the all walk past you
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ZDashe
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Re: hiding Completely under purple sacs and nests.

Post by ZDashe » 23 Dec 2015, 23:06

not a bug i think. It's meant to work that way.
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Dubszor
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Re: hiding Completely under purple sacs and nests.

Post by Dubszor » 23 Dec 2015, 23:15

I mean, it is imposible to see you unless you right click
I dont think something that OP is a feature
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WyattH
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Re: hiding Completely under purple sacs and nests.

Post by WyattH » 23 Dec 2015, 23:27

Considering runners go ito crit and then die with only a handful of bullets I'm pretty sure it's intended

We have to keep some aspect of alien spooky considering how open combat is usually

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forwardslashN
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Re: hiding Completely under purple sacs and nests.

Post by forwardslashN » 23 Dec 2015, 23:29

It's not a bug, per se. Hiding code just places the creature underneath objects, any objects. Mobs are auto placed over objects in the world. So you get a runner hiding underneath everything. There's a way to fix that by moving tables to their own layer, but it would require a bunch of moving around I think, it's been a while. Hiding was originally done for larvae and monkeys, which could plausibly hide under small/tiny objects, but obviously that doesn't really make a lot of sense for runners. Could just remove hiding from runner since their special ability already allows them them to run over obstacles. Dunno.

Edit: Oh right, there's another thing. Currently weeds are objects spread via the purple sacks, so they are actually spawned on adjacent tiles. You could prevent things from hiding under weeds by making weeds a turf overlay instead of an object. It would function exactly the same, only it would prevent mobs from hiding underneath them since they wouldn't be objects, reduce server lag by cutting down on active objects in the world, remove the frustration of knifing weeds instead of the tile they are on, and fix the annoying bug where weeds wouldn't spread to tiles that already have anchored objects on them.
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apophis775
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Re: hiding Completely under purple sacs and nests.

Post by apophis775 » 24 Dec 2015, 21:55

Intentional. When we gave the runners the hide verb, we adjusted the layering of the Weeds and Nodes so that the runners could travel "through" them.

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