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Messages - BlackHunter

#1
Incapable of violence pawn will still melee attack enemies if there is no other path to his destonation except through that enemy, but only once per move order.
If you want to reproduce it, you can simply order that pawn to move at the cell where the enemy stands, or use a 1 cell hallway.
#2
That is it, just spawn one to reproduce this.
Note: they cant actually go manhunter, this is just a hud issue
#3
*bump*
Anyone? This bugreport is still relevant (1.1.2571), and had no replies so far.
#4
Also, this message may occure multiple times if pawn were incapacitated (by infection for example) and recovered again.
#5
They are always do so. This "recovery and leave" message always appears the moment person became capable of moving, instead of the moment he fully recovered. And that person will wait for being fully recovered before moving on (if you didnt touch the bed he lie on).
This message should appear right before person actually leave.
#6
Prisoner may have negative thought "botched my surgery -25" about a person who failed to harvest their organs, but have nothing against a person who managed to do so. It doesn't feel right.

Is this intended? What about to add something like "harvested my organ -50" thought exclusively for prisoners? Possibly even against all colonists at once.

Yeah it doesn't seems like it is going to change anything, but I would like to see it anyway.
#7
Murderous rage ends up almost instantly when pawn gets arrested, while other breakdowns ends up in prison. It means that it's possible to get free catharsis mood and avoid imprisoned mood by simply cancelling ongoing arrest procedure. It doesn't feel right. Even if its not a bug, I had to report it anyway.
#8
Bugs / Re: [1.1 2567] strange failure of surgery
March 09, 2020, 11:38:28 PM
Last screenshot
"No matter how high this stat is, there is always a small chance of faulure on any operation"
This is intended.
#9
Oh, it is actually reducing Metabolism per 50%, inattentive me, I apologize!
Its just makes pawn sleep a bit longer wich is ridiculous. I guess istead of bug reply this shoud be a request to change this mechanic, sorry.
#10
Just noticed this minor thing
Edit: after appointing a recruiter this menu shows that it is a pre-chance, I wish I could remove this post.
Edit2:actually no, even that chance may be more than 100%
#11
Is this intended?
#12
Well hovering says "give as a gift (+12)", gifting their member back doesnt exactly mean selling him into slavery. And I know that I supposed to release him, most players would do, but heck, why not? Also, kindly sending incapacitated (for long) prisoner back to his faction using pods (well or at caraven maybe, I didnt test that, maybe it counts as slavery selling too)  seems like the only way to do so.
#13
I ve just send a prisoner (he was a usual tribal raider who attacked me) back to his own tribe (their settlement at global map) using transpord pods, and now all of my colonists have a "Prisoner sold" debuff. Also his bed still belongs him. I doubt they are immediately turning their former teammate to a slave, so I consider this as a bug. Because it is easy to reproduce, I am not going to attach anything.

I guess you shoud add an extra check for this case, to count sending prisoner back as releasing him.
#14
Ideas / Drug stacks producing
March 08, 2020, 02:44:59 PM
So, now we have an ability to force pawns to cook 4 meals at a time instead of one to reduce their time moving around ingredients. But, they still cant make a bunch of drugs at once, wich would be fairly balanced and easy to realize.
#15
General Discussion / Unmetioned damage reduction
March 07, 2020, 07:21:22 AM
So, lancers with their power lances deal 30 damage. Often if even every time if they human limb wich have 30 hp, instead of torning it off, they ll deal 29 damage for no reason. So, how it works? Damage is kinda randomized or just mitigated when possible to create barely survive moments? I never saw any informaftion about this mechanic.