-
Notifications
You must be signed in to change notification settings - Fork 236
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix Solace torpedo damage #6522
base: develop
Are you sure you want to change the base?
Conversation
In FAForever#5725 the number of child projectiles were accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). The damage is now properly split between child projectiles as well. To compensate the original damage was multiplied by the number of child projectiles.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The UI uses the projectile's Fragments
field to multiply damage per projectile, but I guess that's poor design: it causes inconsistent damage amounts if the projectile doesn't split before hitting, and is harder to edit since you have to pay attention to 2 files just to change damage. I would be on board with changing it for the other projectiles that use the Fragments field, but in a separate PR.
Using the SplitComponent
and changing the projectile damage data (that is then passed to the children) upon entering the water would be the correct way to do this without using Fragments
. Like in the Seraphim torpedo script.
@@ -0,0 +1,4 @@ | |||
- (#6522) In #5725 the number of child projectiles was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). This change was reversed and the damage is now properly split between child projectiles as well. To compensate the original projectile damage was multiplied by the number of child projectiles. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
- (#6522) In #5725 the number of child projectiles was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). This change was reversed and the damage is now properly split between child projectiles as well. To compensate the original projectile damage was multiplied by the number of child projectiles. | |
- (#6522) In #5725 (version 3777, December 2023) the number of child projectiles for the Solace was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). This change is reversed, and the damage is now properly split between child projectiles as well. To compensate, the original projectile damage is multiplied by the number of child projectiles. |
In addition, the technical details about how the projectile damage is split may not be necessary, since the noticeable gameplay change is that the projectiles now deal full damage if they hit an enemy before entering the water.
self.DamageData.DamageAmount = self.DamageData.DamageAmount / numProjectiles | ||
|
||
-- create child projectiles | ||
for i = 0, (numProjectiles - 1) do |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This confused me at first, could you do this?
for i = 1, numProjectiles do
In #5725 the number of child projectiles was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). The damage is now properly split between child projectiles as well. To compensate the original damage was multiplied by the number of child projectiles.
Checklist