aliens

Author Topic: Enemy unconscious units are dying ?  (Read 17239 times)

Offline ohartenstein23

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Re: Enemy unconscious units are dying ?
« Reply #30 on: March 15, 2017, 11:25:17 pm »
Low HP causes stun per turn on many units, including most of the gals' armors. This bleed out due to stun is likely on enemies you stunned by shooting at them instead of using a handle, or might happen with fisticuffs.

Offline legionof1

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Re: Enemy unconscious units are dying ?
« Reply #31 on: March 16, 2017, 12:18:49 am »
What we are talking about is foes bleeding out from wounds at mission end, which is only partly related to system shock dealing lethal damage. They both happen at the same time(end turn phase) and are not particularly clearly communicated to the player.   

Offline ohartenstein23

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Re: Enemy unconscious units are dying ?
« Reply #32 on: March 16, 2017, 03:17:13 am »
KiriKaneko was asking about the stun causing HP damage part of it though, that's where his question about doing 3x HP in stun damage comes in.  The regen from armor formulas (damage from too much stun) happens at the beginning of a turn I think, so it's probably fatal wounds or burning causing death  at mission end. Or one last bomb going off, that's always a fun one.

Offline nrafield

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Re: Enemy unconscious units are dying ?
« Reply #33 on: March 16, 2017, 03:03:01 pm »
Low HP causes stun per turn on many units, including most of the gals' armors. This bleed out due to stun is likely on enemies you stunned by shooting at them instead of using a handle, or might happen with fisticuffs.

Not to mention it seems to work from CURRENT HP so a badly wounded gal or enemy will need to be taken extra special care of.

Online Meridian

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Re: Enemy unconscious units are dying ?
« Reply #34 on: June 25, 2018, 03:30:32 pm »
Indicators added, sample ruleset:

Code: [Select]
extraSprites:
# Inventory
  - type: BigShockIndicator
    singleImage: true
    files:
      0: Resources/UI/Zzz.png
# Inventory (custom for a specific starting condition)
  - type: BigShockIndicatorCustom
    singleImage: true
    files:
      0: Resources/UI/burning.png
# Map
  - type: FloorShockIndicator
    singleImage: true
    files:
      0: Resources/UI/Zzz.png
# Map (custom for a specific starting condition)
  - type: FloorShockIndicatorCustom
    singleImage: true
    files:
      0: Resources/UI/Bleed.png

startingConditions:
  - type: STR_CUSTOM_SHOCK
    inventoryShockIndicator: BigShockIndicatorCustom  # default empty
    mapShockIndicator: FloorShockIndicatorCustom      # default empty

alienDeployments:
  - type: STR_MEDIUM_SCOUT
    startingCondition: STR_CUSTOM_SHOCK

armors:
  - type: STR_NONE_UC
    recovery:
      health:
        stunNormalized: -0.165     # -1 hp when 304% stun or more

Default sprite names are BigShockIndicator and FloorShockIndicator.
They can be overridden by starting conditions.
« Last Edit: June 25, 2018, 10:08:58 pm by Meridian »