Moffein / Risky_Artifacts

An assortment of RoR2 Artifacts designed to ruin your run.
https://thunderstore.io/package/Moffein/Risky_Artifacts/
MIT License
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Some help with the Hunted Artifact and ideas. #23

Open MadMercenary opened 6 months ago

MadMercenary commented 6 months ago

I've been doing some testing around and maybe I suck at this but I've noticed that while the bar for default umbra DC, HP and DMG all work perfectly fine on their own without using "BodyName:Cost:HPMult(float):DamageMult(float)"....

Default cost of 100, default health of 1, default damage of 0.1 Result: Cost of all umbras is 100, health is 100%, damage is 10%.

...Adding custom values using the "BodyName:Cost:HPMult(float):DamageMult(float)" lines does set the cost to whatever is written, however it multiplies health and damage to completely arbitrary values regardless of what's written.

Added to the list "CommandoBody:10:0.1:0.001" Result: Cost of commando is 10, health of commando is ~10000% (or 11k), damage of commando must be ~2000% (or 240). The damage always triggers oneshot protection and kills right after, even MUL-T with power mode active. The health is always outrageously high. A 1400 crit from Railgunner ultimate barely took a bit over 1/10 of it's health.

Besides that, I have been using the option to only spawn survivors to test and came up with a few observations: 1) The umbra versions do not give any experience or money, so using the "only spawn survivors" option essentially forces you to play around shrines of sacrifice/challenge. Additionally the umbra versions don't drop items using Artifact of Sacrifice either. With the Artifact of Vengeance this doesn't matter because they drop an item based on the player inventory as a reward, but these ones do not drop even items in their inventory obtained from the Artifact of Evolution or Void Fields. It would be good to add the "umbra drops a random item from their inventory" option from AoV alongside a base experience/money/item(AoS%) rewards, even if they can't be modified in the config or customized per entry in the spawn list. 2) You can spawn drones as umbra enemies and they do drop broken in the ground on kill, making it possible to purchase them (if you had any money to begin with) which is pretty good. The gunner drones have a very small hitbox making them hard to kill but changing that may be more trouble than it's worth.

Also if the first half of the post is the result of a misunderstanding on my part I would love clarification, that's all!

Moffein commented 6 months ago

Thanks for the feedback!

Fixed the bug where Hunted Umbras don't drop money on death, as well as the bugged hp/damage multiplier settings in the latest update. Lemme know if they're working now!

MadMercenary commented 6 months ago

Hey thanks for the reply and the quick fixes! I found a one more issue though it may be related to compatibility with another mod:

Using "DronesInheritItems" with "UpdateInventory" (on stage start) causes the game to get bricked when Artifact of the Hunted is active. The error message shows up only if the artifact is enabled. Disabling "UpdateInventory" or the artifact get rid of the error. The problem seems to be below "Triggering defeat..." since the things above are items I blacklisted from "DronesInheritItems".

Moffein commented 5 months ago

Could you check to see if this is still occurring with the latest update? I fixed a nullref that seemed similar to the one you're having.

MadMercenary commented 5 months ago

I checked just now, I'm unsure if these warnings here are related to the error bricking the run. Since the drones don't spawn as elites as far as I've seen (even with allow-elites and allow-cruelty set to true).

This one on the other hand is much shorter than before. Also unlike before, a part of "better drones" broke, that being the "engibubble" effect that they get after dealing damage, as seen here.

As far as my actions go, finished first stage then went into bazaar (previously the game would get bricked here), spawned in stage 2 with no issues, completed the teleporter event, got extraterrestrial exhaust from a void seed, then triggered the bazaar portal again, and the game got stuck.

However the next attempt didn't have the run brick itself despite having more items and drones and visiting the bazaar, so unlike before where every run would get bricked on the stage change* without issue, only a handful do.

I hope I'm not bothering you much with this issue, since it may be related to compatibility moreso than the mod itself. If I can help with anything more don't hesitate to ask!