Darkwind
Bug fixes and new stress factor

*sam*


Posted May 14, 2008, 9:37 pm
There's no client patch associated with these fixes (it's server only, but the last point you should certainly know about):

* Several bugfixes with pedestrians in wilderness event
* Fixed combat scoring problems
* I have added a new stress factor to wilderness pedestrians only: they slowly build up stress if their side currently has no confident vehicles. This is mostly to stop you from hiding a single character in a rabbithole as an insurance policy against your side surrendering. I have also changed the effect of Zerk so it only removes stress tests if you?re actually in a vehicle.
Jansan


Posted May 14, 2008, 9:47 pm
*sam* said:
* I have added a new stress factor to wilderness pedestrians only: they slowly build up stress if their side currently has no confident vehicles. This is mostly to stop you from hiding a single character in a rabbithole as an insurance policy against your side surrendering. I have also changed the effect of Zerk so it only removes stress tests if you?re actually in a vehicle.


Is this stress lowered by firing a weapon, like the idling stress?
*sam*


Posted May 14, 2008, 10:03 pm
Quote:
Is this stress lowered by firing a weapon, like the idling stress?


No. If you only have one car, stay close to it and watch your stress. It will only grow by about 1 per turn. Jump back into the car to relieve the stress..
Jansan


Posted May 14, 2008, 10:33 pm
*sam* said:
Quote:
Is this stress lowered by firing a weapon, like the idling stress?


No. If you only have one car, stay close to it and watch your stress. It will only grow by about 1 per turn. Jump back into the car to relieve the stress..



Okay, I'll give it a whirl. I've found going too far from the car is suicide anyway. And I can see why no one uses the 1800's British firing line anymore.  :)
Jansan


Posted May 15, 2008, 6:27 pm
Two more questions at the moment Re: Peds in the Wilderness:

1) Do enemy pedestrians ever fight back, or have they not been trained to yet? I've only seen them run so far. Haven't even seen them take pot-shots while escaping.

2) When do you think we'll be able to reload weapons via webpage?

Thanks!
*sam*


Posted May 16, 2008, 9:59 am
Quote:
1) Do enemy pedestrians ever fight back, or have they not been trained to yet? I've only seen them run so far. Haven't even seen them take pot-shots while escaping.


They haven't been trained yet. I'll be looking at NPC ped AI very soon. We are currently building up AI pathing data in all combat events, which will be important to their navigation.


Quote:
2) When do you think we'll be able to reload weapons via webpage?


I'll implement that now.
Jansan


Posted May 16, 2008, 10:31 pm
*sam* said:
Quote:
1) Do enemy pedestrians ever fight back, or have they not been trained to yet? I've only seen them run so far. Haven't even seen them take pot-shots while escaping.


They haven't been trained yet. I'll be looking at NPC ped AI very soon. We are currently building up AI pathing data in all combat events, which will be important to their navigation.


Quote:
2) When do you think we'll be able to reload weapons via webpage?


I'll implement that now.


Great, I'll be ready for them to fight back in the future then!

And awesome, reloading is good! Thanks.
*Longo*


Posted May 17, 2008, 2:07 am
Reload Weapons via webpage? Lost me here.
Jansan


Posted Jun 2, 2008, 4:38 pm
Is idling stress even necessary anymore now that we can get out of our cars (and the NPCs do as well)? I can pretty much eliminate it as-is by throwing the handbrake on and keeping speed up.
*viKKing*


Posted Jun 2, 2008, 4:52 pm
It was mainly aimed to remove vehicles stuck in holes or on their roof: unable to move and to fight.
I still think it is needed.

But the bug you are pointing should be solved.  :rolleyes:

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