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Various effects that don't make sense affect synthetics. These don't really have tangible gameplay impact either as they primarily help with capturing marines, e.g. babbling speech. Issue items that have been noted:
When tail stabbed by a boiler, the toxin causes babbling, coughing blood, and screen wobble saying "you're dizzy and need to lay down"
Certain research chem properties which interfere with speech will cause a synthetic to babble if sprayed on them
Being tail stabbed particularly in the head causes babbling speech
What's the difference with what should have happened?
These effects have gameplay benefits against marines because it makes them easier to capture, but on synthetics it's LRP, inconsistent with the setting and you can't capture a synthetic anyways. They should not have any effect on mobs that are robotic.
How do we reproduce this bug?
Boot a live round or a private server, have reproduced multiple times in both settings
Attack a synthetic with any of the listed methods
Have the synthetic try to speak, and/or look at their chat log
Observe weird and wonky effects
Issue Bingo
Issue could be reproduced at least once
Issue happened in a recent (less than 7 days ago) round
realforest2001
added
Oversight
Test your code rigorously only for you to overlook something ultra obvious
and removed
Bug
Admin events aren't bugs
labels
Sep 5, 2023
Testmerges
#4246, #4224, #4063, #4314, #4332, #4335, #4253, #4336
Description of the bug
Various effects that don't make sense affect synthetics. These don't really have tangible gameplay impact either as they primarily help with capturing marines, e.g. babbling speech. Issue items that have been noted:
What's the difference with what should have happened?
These effects have gameplay benefits against marines because it makes them easier to capture, but on synthetics it's LRP, inconsistent with the setting and you can't capture a synthetic anyways. They should not have any effect on mobs that are robotic.
How do we reproduce this bug?
Issue Bingo
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