Got some more of the #BB_BRAWL #TaskList done, needless to say I'm excited for you all to play with it in less than a couple weeks from now! V1.3's release is fast approaching!
Not gonna reveal what it is just yet but it's gonna be interesting for sure >:3
#BB_BRAWL
YALL BEAT MY ASS NOT ONCE, BUT TWICE IN EXPERT DIFFICULTY BRAWLS TONIGHT-
(I did manage to hold my own pretty well on the second go around w/ Barrier enabled for testing tho, hehehehe-)
Rest in peace 7 months of redeems, refunded but not forgotten...
Banezarian | SysAdmin Today at 3:58 PM Mentally worked through an actual damage bug from last night, ASIDE FROM THE LOGGER'S DAMAGE BUG. Banezarian | SysAdmin Today at 4:38 PM So, an explainer: the way i wrote Damage mult and how it's loaded is.. incredibly stupid. It pulls a base value from the mastercommand.ini where i have all of the Brawl Data stored (all the stats, settings, etc.) and loads it with CSLoadData, the Combat System main loader. Typically that Base Mult and Damage Mult are the same, ie 1. The problem arose when i built ZapRing, which was fine because there was only ever 1 phase to the Brawl. Since then, the Brawl has expanded to include BBCUST and Phase 2. ZapRing, in its original state, overwrites the Base Mult with the original mult before/after i get stunned/ unstunned. This was fine because it'd go back to the original Base Mult of 1 every time. When i introduced BBCUST, the Base Mult value is changed before the fight begins, because of how BBCUST updates stats. This means that when i get hit with ZapRing, it saves the BBCUST adjusted value over the actual Base Mult of 1. What then happens is when Phase 2 is loaded, it reloads those stored values to do a stats reset. But, since the Base Mult value was adjusted by BBCUST, and then written into the file, BBCUST THEN GETS APPLIED TO THAT NEW BASE MULT AGAIN. That's why, when Soap hit me with the D-Cannon, it dealt 600 Damage, instead of the 400 Damage it was supposed to do.
That's why, when Soap hit me with the D-Cannon, it dealt 600 Damage, instead of the 400 Damage it was supposed to do. I figured this out while i was standing around at work. TL;DR: Old shit has come back to bite me in the ass, because go figure XD Banezarian | SysAdmin Today at 5:26 PM Also i figured out why it went unnoticed for so long, it's because I didn't have DamageCalc in its current state, where it's instantaneous hit calculation. It went unnoticed for three-ish months after V1.2 because i only recently changed how damage calculation works.
Bit of a #BB_BRAWL update, couple of bug fixes incoming tonight during Tinker Time!
Fixing an unnoticed damage calculation bug that just now got recognized for what it is because i changed how damage calculation works, so once it's patched damage will be applied correctly for real this time! 🤣
Here's a #BB_BRAWL Update for you all!
Last night, we tested speeding up some of the combat/UI animations! It worked out pretty well, especially speeding up the chip dispense sequence! Ideally, this'll make for faster combat!
I also unveiled the title of V1.3! Official banner to come here soon!
#TaskList and #BB_BRAWL update:
- Vulcan got a buff of +50% damage per shot!
- Barrier idea has been solidified for V1.3 Update
- Cannon is getting some tweaks to make it and Vulcan stand out from each other!
- Additional BBCUST bugs to be implemented!
(Gonna start using tags)
So, here's the tag list for brawl/build content from me!
#TinkerTime : What I've done during Wednesday Tinker Time streams!
#BB_BRAWL : Content updates related to my stream combat system!
#TaskList : Future content i want to work on!