Closed Karol1223 closed 1 year ago
Honestly I like that the weird digging worms can't get to me as long as I stick to the roads? It does sometimes make for a fun little run to the next road with weak early survivors, or when carrying too much stuff or when not paying enough attention to dirt mounds. Tbh I thought this was 100% intended behavior.
These monsters are unnaturally capable as is. When was the last time you checked the driving speed of a truck through solid earth, let alone rock? I think the road safe haven is a good thing.
Being the size of a truck might imply strength in some way, but digging truck sized tunnels by pushing the earth to the sides would be a tremendous task that wouldn't be done at running speed.
Being the size of a truck might imply strength in some way, but digging truck sized tunnels by pushing the earth to the sides would be a tremendous task that wouldn't be done at running speed.
Nobody ever mentioned running speed. Not to mention that nothing you pointed out solves the underlying issue - digging creatures can't travel past non-diggable terrain. Even if you don't want them to be able to get a person standing on asphalt there is NO argument for them not being able to dig under the asphalt to reach the other side of the road.
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Is your feature request related to a problem? Please describe.
At the moment
DIGS
allows the monster to... well, dig, but the monster is stopped ENTIRELY the second it encounters non-diggable terrain. Such as asphalt. Which roughly translates to - go on the other side of the road and the monster worm the size of a truck can't get to you. Stupid, isn't it? I thought adding theBORES
flag may allow them to tear through the terrain but it did not. Hence I am here.Solution you would like.
Allow a monster with both
DIGS
andBORES
flags to destroy non-diggable terrain in its path. This would allow stuff like Graboids (and possibly Mole Crickets once we get there) to destroy infrastructure and oh golly that's a hell of a mental image.Describe alternatives you have considered.
Possibly additional integration of
CAN_DIG
but honestly I think that may be unnecessary considering that flag already handles going over non-diggable terrain.Additional context
No response