The Cyclops has regenerating health now!
Ojakokko
Finland Join Date: 2017-01-20 Member: 226999Members
Today, when I opened SN experimental it installed an update. Probably no new content, only bug fixes, I thought. But how wrong I was....
Later when I was traversing the LR (at full speed), I got the creature attack warning. When I looked at my health bar, I thought that those river prowlers aren't as scary as it seems. But later, when I was attacked again, I was constantly looking at the health bar and noticed that it had dropped but WAS SLOWLY GOING BACK UP! As someone who fixed evcery tiny scratch on his sub, this is AWESOME! No longer having to get out every five seconds! Then again, this could be a bug. But it probably isn't, and I definitely hope so.
edit: It's not the HP regenerating, it has a shield instead
Later when I was traversing the LR (at full speed), I got the creature attack warning. When I looked at my health bar, I thought that those river prowlers aren't as scary as it seems. But later, when I was attacked again, I was constantly looking at the health bar and noticed that it had dropped but WAS SLOWLY GOING BACK UP! As someone who fixed evcery tiny scratch on his sub, this is AWESOME! No longer having to get out every five seconds! Then again, this could be a bug. But it probably isn't, and I definitely hope so.
edit: It's not the HP regenerating, it has a shield instead
Comments
48247 /main 2017-05-23 01:12:06 Scott Thunelius - Cyclops Feedback Improvements: Collision damage reduced, Added a recharging 'overshield' that will soak up all hits above 80% damage, Fixed bug where volumetric lights are visible inside the Cyclops, Made "Hull Damage" warning less annoying
It only recharges if you don't take damage for a while. You can still die.
... that's a bad thing?
No. But I felt like @Ralij made was sarcastic, so I told that in cse he thought it was going to be too easy now
It's from the patch notes, a recharging "overshield".
The ease with which the sub fell apart just from hitting something begs to differ on the matter of damage inconsistencies
Its not magic... its SCIENCE!
I also like the fact that the peopke who call this magic complain about "trolls" complaining about three bonesharks being more dangerous than a reaper despite the fact that they're teolling themselves... the way they write makes them straight away trolls... Hypocrisy much?
The recharging shield is a "magical" bandaid when one of the modules for the Cyclops is already a energy shield that renders the Cyclops impervious. Huh...so one energy shield is acceptable, but the thought of a different, weaker but constant one is "magical."
You learn something new everyday.
It's probably more like slowly leaking tire but in reverse...
As long as the sub doesn't take damage for several minutes you would probably see very small incremental repairs.
I'm not on Experimental, but I would imagine that the Dev's don't plan on making it any where near being something to completely rely on in dangerous areas.
Seems like a rather ingenious development to me and it was probably a lot easier to program than going back and redoing all the interactive code for the multitude of fauna in the game.
It's a rare moment to be sure, but I wasn't being sarcastic this time .
One of Markiplier's recent youtube videos had a small amount of damage that he didn't want to bother fixing, but he kept getting the "damage detected" warning. This seems like it will prevent that, so you don't have to go outside every 5 minutes for a tiny dent.
And so far, you're the only one who seems to have a problem with it.
This might be one of those cases where it's best to move on and chalk it up to a Dev decision that's probably not gonna change.
(like I've had to do with the O2 tank changes)
< shrug >
Oh snap.
Anyway, we debated long and hard over the best approach to take, and we felt like the overshield approach was a good compromise. Just removing Bonesharks from being able to do damage, that some people suggest, would mean there are very very few places in the world where the Cyclops would actually take any damage from creatures, thus defeating the whole point of this entire mechanic.