In Progress [0.9.108-PUBLIC#5356] Grenade Launcher

Theron

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Nov 8, 2018
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1. CHANCE_APPLY_BLIND is rand(2), instead of rand(20) like all the other CHANCE_APPLY.
Edit: Fixed by Fenoxo for 0.9.113.

2. I think it could use an Interact menu describing what the different Grenade types do, if not let you load them. Currently, the only way to see the damage/flags is to change Grenade type in battle, then go to the Inventory to check the weapon stats.

3. Is it supposed to be 7,000 Credits? All the other Train Dungeon weapons are 5-6 digits.

4. EMP Grenade mode could probably stand to do more base damage. Targets Shields means it can't do spillover damage to HP (even to Robots/Cyborgs). I noticed a lot of Placeholder Shield use. Placeholder Shield doesn't have an Electric weakness by default, so it doesn't even do bonus damage to some Shields.
 
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Jacques00

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Bump for 0.9.123-PUBLIC#5840.

Point 2 is the big one.
For the next release, I updated the grenade launcher to have an Interact menu. It will produce a popup with the option to cycle between ammunition (works just like it does in combat) with an added UI that will display each ammo's damage values and flags.

While reviewing it, I noticed an issue with it using an "accuracy" stat (which is how it displays in-game) that is actually supposed to be "attack" (in code). When I fixed this, the values were set to how they were intended, -2 accuracy vs the original -10 accuracy--this makes the weapon way over budget, so I'm not really sure which value to go with. I mention this here only to note that this value may change after discussing it with the team. As far as the rest of the balancing or costs, I'm leaving that untouched for now.

4. EMP Grenade mode could probably stand to do more base damage. Targets Shields means it can't do spillover damage to HP (even to Robots/Cyborgs). I noticed a lot of Placeholder Shield use. Placeholder Shield doesn't have an Electric weakness by default, so it doesn't even do bonus damage to some Shields.
This is the only grenade that has a different accuracy stat compared to the others. When it's fixed, cycling to this ammo gives you 25 accuracy alongside the 5 evasion. I think that is what makes up the difference. Not sure about the shield effects, but I'll try to direct it to the team to see if they have anything to add.
 
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Bast

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For the next release, I updated the grenade launcher to have an Interact menu. It will produce a popup with the option to cycle between ammunition (works just like it does in combat) with an added UI that will display each ammo's damage values and flags.
Could this perhaps be done for Bimbo-Domme Siegwulfe as well? It would make her more convenient to use, than only being able to switch between her damage types during combat.


Fen's policy is to make dungeon weapons basically free, to cut down on inflation.
A single roaming boss encounter on Phaedra, which the planet has a lot of, can award the player with 100k credits upwards. I feel like pricey single drop dungeon items wouldn't make much of a difference inflation wise.
 
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Jacques00

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Could this perhaps be done for Bimbo-Domme Siegwulfe as well? It would make her more convenient to use, than only being able to switch between her damage types during combat.
I'll see what I can do, but it'll require a slightly different method since drone targeting and damage type changes are only performed during combat--that's why they appear as a combat-only status effect. Switching outside of combat will probably require using the flag system (particularly for Siegwulfe). The grenade launcher is different because it directly modifies the item, whereas Siegwulfe needs to juggle menus between the item (which is non-dynamic), herself and the player character (which are both dynamic) and other flag settings (for Siegwulfe and scene tracking things).

If you can provide a save file for testing, that may help me some.
 
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Bast

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Sure, here you go. Thank you for having a look at it!

Don't nerf my build.
 

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Jacques00

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Thanks. I've edited the Siegwulfe item for the next release.

Setting the option outside of combat will just have her begin any combat encounter with that particular attack type, regardless of the target. Trying to change the setting while in combat will toggle how it normally does in combat (including any limitations depending on the current target).