
(b34) Strangle hold bug
Moderator: Moderator
(b34) Strangle hold bug
Will post screenies tomorrow if able, but over the weekend I ran into a bug with the horror that has grappling stance/strangle. If it's strangling you when its hp goes negative (it didn't have blurred mortality), it is still able to damage you in the turn it has before the "clear anything with negative hp and no blurred mortality" method is called. Lost a life on my best rogue yet cuz of this 

Re: (b34) Strangle hold bug
I think this is a problem with grappling in general - I've run across a few situations where my character has remained grappled for several turns after the grappler has been killed.
Re: (b34) Strangle hold bug
There's a difference between game turns and character turns. Timed effects tick on game turns. So if you have any sort of speed effect going (step up is an especially bad offender with grapples, pins, and constrictions) the number of player turns a timed effect lasts before it ticks again will feel especially long. In the case of grappling (and constriction) the status of the source is checked when the timed effect ticks.
As to it dealing damage after the enemy is dead and before the effect falls off I think I can fix that easily enough. The speed issue is a deeper rabbit hole.
As to it dealing damage after the enemy is dead and before the effect falls off I think I can fix that easily enough. The speed issue is a deeper rabbit hole.
Re: (b34) Strangle hold bug
Are there things that get cleaned up on the caster's death already ? I'd like to say fearscape, but the sample size isn't large enough for me to be sure if that is just a coincidence or not. If there are, clearing grapple effects on caster death would seem an easier fix that trying to reconcile the speed alignment issues.edge2054 wrote:As to it dealing damage after the enemy is dead and before the effect falls off I think I can fix that easily enough. The speed issue is a deeper rabbit hole.
Re: (b34) Strangle hold bug
It would velk but grapple and constrict aren't the only things affected by the speed disparity. For instance getting pinned with step up going causes the same issue. I guess I'm saying a blanket fix would be much better then individually having each effect fall off when the source is killed. Someone suggested in another thread that Step Up be removable somehow (like clicking on it would clear it or something).