View Issue Details

IDProjectCategoryLast Update
0017989Starward RogueSuggestionMar 2, 2016 12:57 am
Reporternas1m Assigned ToChris_McElligottPark  
Status feedbackResolutionreopened 
Product Version0.201-0.202 
Fixed in Version0.853 
Summary0017989: Make beam emitters destructible
DescriptionHaving them turn off once a room is clear is great, but I find myself wishing for being able to destroy them earlier especially in crowded rooms with beams theat do never turn off.

I would be fine with them having a bucketload of health, but being able to clear them somewhat for a price would make clearing some rooms much less frustrating...
TagsNo tags attached.

Relationships

related to 0018279 resolvedChris_McElligottPark Laser beams in item rooms stay active 

Activities

Chris_McElligottPark

Dec 23, 2015 1:45 am

administrator   ~0043911

If they had a bucketload of health, it would be smart to just sit there holding down the attack button until they are gone. The reason for the lasers is specifically to provide the sort of hazard you're dealing with. Some of the rooms were garbled at the time of your report, though.

nas1m

Dec 23, 2015 6:47 am

reporter   ~0043917

How about requiring a missle to destroy them? That would introduce a cost, not encourage grinding and provide a means to get rid of the occasional very obnoxious beam emitter - which was my use case...

Chris_McElligottPark

Dec 23, 2015 4:10 pm

administrator   ~0043922

Sweeeeet! I love that idea, actually. I'm not sure why I did not think of it myself, haha.

Chris_McElligottPark

Dec 23, 2015 9:44 pm

administrator   ~0043937

Thanks!

* Lasers, Gravity Wells, Repulsors, repeaters (all four kinds), and mysterious pipes can now all be destroyed by missiles.
** Now you can get them out of the way if you really want to, but at some cost.

nas1m

Jan 17, 2016 2:44 pm

reporter   ~0044183

Looks like beam emitters are not destructible using a missle in .852?

Misery

Jan 17, 2016 3:46 pm

developer   ~0044188

You can actually shut down ALL of the hazards in some rooms by popping Generators if they're in the room (big red thing, takes 3 missiles to destroy). So that should help, maybe that thing is now the reason why hazards arent destructible on their own anymore? Dunno.

I do think it should appear in more rooms though. Plenty of times, I'd LIKE to take the defenses down overall, but there isnt one around...

Chris_McElligottPark

Jan 17, 2016 4:22 pm

administrator   ~0044189

Oops! Fixed in 0.853.

* Fixed an issue in recent versions where lasers and so on had become unkillable with missiles.

nas1m

Jan 19, 2016 8:01 pm

reporter   ~0044322

Don't seem to be able to do this again in the room in the attached save (.855).

Maybe some indicator to identify emitters that are invincible is in order?

Always hurts to loose a missle to one of these :/.

nas1m

Jan 19, 2016 8:01 pm

reporter  

Pepisolo

Mar 2, 2016 12:57 am

developer   ~0045320

I never noticed this until I read this, but lasers and turrets no longer seem to be destroyable with a missile.

Issue History

Date Modified Username Field Change
Dec 14, 2015 7:53 pm nas1m New Issue
Dec 23, 2015 1:45 am Chris_McElligottPark Note Added: 0043911
Dec 23, 2015 1:45 am Chris_McElligottPark Status new => closed
Dec 23, 2015 1:45 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 23, 2015 1:45 am Chris_McElligottPark Resolution open => won't fix
Dec 23, 2015 6:47 am nas1m Note Added: 0043917
Dec 23, 2015 4:10 pm Chris_McElligottPark Note Added: 0043922
Dec 23, 2015 9:44 pm Chris_McElligottPark Note Added: 0043937
Dec 23, 2015 9:44 pm Chris_McElligottPark Status closed => resolved
Dec 23, 2015 9:44 pm Chris_McElligottPark Resolution won't fix => fixed
Dec 23, 2015 9:44 pm Chris_McElligottPark Fixed in Version => 0.800
Jan 17, 2016 2:44 pm nas1m Note Added: 0044183
Jan 17, 2016 2:44 pm nas1m Status resolved => feedback
Jan 17, 2016 2:44 pm nas1m Resolution fixed => reopened
Jan 17, 2016 2:57 pm nas1m Relationship added related to 0018279
Jan 17, 2016 3:46 pm Misery Note Added: 0044188
Jan 17, 2016 4:22 pm Chris_McElligottPark Note Added: 0044189
Jan 17, 2016 4:24 pm Chris_McElligottPark Status feedback => resolved
Jan 17, 2016 4:24 pm Chris_McElligottPark Fixed in Version 0.800 => 0.853
Jan 17, 2016 4:24 pm Chris_McElligottPark Resolution reopened => fixed
Jan 19, 2016 8:01 pm nas1m Note Added: 0044322
Jan 19, 2016 8:01 pm nas1m Status resolved => feedback
Jan 19, 2016 8:01 pm nas1m Resolution fixed => reopened
Jan 19, 2016 8:01 pm nas1m File Added: ForBugReport_2016_01_19_20_59_22.save
Mar 2, 2016 12:57 am Pepisolo Note Added: 0045320