Author Topic: Advanced option "Alien bleeding"  (Read 5009 times)

Offline Unknown Hero

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Advanced option "Alien bleeding"
« on: July 10, 2014, 09:39:23 pm »
When the Advanced option "Alien bleeding" is set to "YES", it's possible to use the Medi-Kit on Aliens.

Is this normal, or is it a bug / oversight?
Should it be posted on the "OpenXCom Bug Tracker"?

Offline Solarius Scorch

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Re: Advanced option "Alien bleeding"
« Reply #1 on: July 10, 2014, 11:40:54 pm »
It definitely shouldn't be possible.

So yeah, I think the bug tracker is yes.

Offline Falko

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Re: Advanced option "Alien bleeding"
« Reply #2 on: July 10, 2014, 11:44:58 pm »
why is that a bug?
if i have a wounded/bleeding base commander i want to heal him (+stun afterwards) to survive the next rounds until base is cleared - to bad one cant check for wound with already stunned aliens
(if the option is off (=my config) one do not have this problem)

Offline Arcalane

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Re: Advanced option "Alien bleeding"
« Reply #3 on: July 11, 2014, 12:08:21 am »
why is that a bug?
if i have a wounded/bleeding base commander i want to heal him (+stun afterwards) to survive the next rounds until base is cleared - to bad one cant check for wound with already stunned aliens
(if the option is off (=my config) one do not have this problem)

^

Doesn't strike me as a bug - healing stunned/captured/MC'd aliens is a good thing, not a bad thing.

That said, perhaps not the domain of the regular medkit. Perhaps reliant on autopsies? For instance, after you've autopsy'd a sectoid, medkits get updated and can be used to heal/stabilize all sectoids.

Offline Solarius Scorch

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Re: Advanced option "Alien bleeding"
« Reply #4 on: July 11, 2014, 12:09:56 am »
why is that a bug?
if i have a wounded/bleeding base commander i want to heal him (+stun afterwards) to survive the next rounds until base is cleared - to bad one cant check for wound with already stunned aliens
(if the option is off (=my config) one do not have this problem)

I'm 97% sure I heard the devs claiming this is not/should not be possible, so it's a bug to me.

As for the reasoning, aliens have alien anatomy, so I think using human medicine on them (I mean chemicals, not just bandages) would be a stretch, and also a bit painful to the game's atmosphere.

However, using medikits on civilians should be allowed (though AFAIK it shouldn't work at this point, unless someone's fixed it).

(Please bear in mind it's all based on memory, so please don't crucify me if I remembered something wrong.)

Offline Unknown Hero

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Re: Advanced option "Alien bleeding"
« Reply #5 on: July 11, 2014, 12:43:42 am »
From this:

https://openxcom.org/bugs/openxcom/issues/721

It's 100% confirmed that "medkits don't work on aliens", and it work this way when the option is set to "NO".

I do not mention in my bug report that the Advanced option "Alien bleeding" was set to "YES" (viewable in the save file?).

And I don't know how it's supposed to work when this option is set to "YES".
« Last Edit: July 11, 2014, 01:26:45 am by Unknown Hero »