View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005461 | Valley 1 | GUI | Jan 25, 2012 9:37 am | Jan 25, 2012 2:54 pm | |
Reporter | Ixiohm | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 0.562 | ||||
Summary | 0005461: Recursive monster unlocks | ||||
Description | The most nonsense of these being "Kill 50 Bat to unlock Bat". Two others of note that are really wrong: - Kill 30 Skellbot Sniper T5 unlocks Skellbot, Skellbot Sniper, Skellbot Centurion. Should probably only unlock Skellbot Centurion. - Kill 80 Skellbots unlocks Skellbot, Skellbot Sniper. This one is obviously broken, I have started a new world and not made any unlocks still Skellbot Snipers are spawned. Is it intended that some things could be unlocked in more than one way? The way I'm reading it there seems to be several ways of unlocking both Ice Bat and Clockwork Probe. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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It's not actually wrong, it's just misleading. What it's actually unlocking in most of these cases is a "population pattern" that includes whatever monsters. And some of the higher population patterns include higher densities of the monster in question, or that monster plus some other monster, etc. I plan on redoing the population pattern stuff anyhow, which will fix all that. |
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I'll mark this as a suggestion for now, just because I don't like leaving tickets marked as "new", and I'm not sure we should close this yet. |
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Okay, that explains it. Sorry, if it too hasty in posting my bug reports. Maybe just leave it at telling the player the conditions for the unlock and then keep the specifics of what is unlocked hidden from the player, at least when it comes to monsters. However, for the unlocking of rare/common commodities and the other types of unlocks I, at least, feel the specifics of what is unlocked could provide a important incitement for the player to continue playing. |
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No worries at all. We're going to be redoing the monster spawners and the population patterns today/tomorrow anyhow, so those will resolve this issue naturally. |
Date Modified | Username | Field | Change |
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Jan 25, 2012 9:37 am | Ixiohm | New Issue | |
Jan 25, 2012 9:39 am | Chris_McElligottPark | Note Added: 0018078 | |
Jan 25, 2012 10:13 am | tigersfan | Internal Weight | => Feature Suggestion |
Jan 25, 2012 10:13 am | tigersfan | Note Added: 0018090 | |
Jan 25, 2012 10:13 am | tigersfan | Status | new => considering |
Jan 25, 2012 12:21 pm | Ixiohm | Note Added: 0018101 | |
Jan 25, 2012 2:54 pm | Chris_McElligottPark | Note Added: 0018115 | |
Jan 25, 2012 2:54 pm | Chris_McElligottPark | Status | considering => closed |
Jan 25, 2012 2:54 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 25, 2012 2:54 pm | Chris_McElligottPark | Resolution | open => no change required |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Bug - UI => GUI |