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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|
|Target Version||Fixed in Version|
|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.|
|Tags||adventurer, adventurer mode, arena, combat, syndrome, venom|
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.
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.
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.
edited on: 2018-08-14 22:15
Issue 0010604 gives some info on how to correct for this.
|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||View Revisions|
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