View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017989 | Starward Rogue | Suggestion | Dec 14, 2015 7:53 pm | Mar 2, 2016 12:57 am | |
Reporter | nas1m | Assigned To | Chris_McElligottPark | ||
Status | feedback | Resolution | reopened | ||
Product Version | 0.201-0.202 | ||||
Fixed in Version | 0.853 | ||||
Summary | 0017989: Make beam emitters destructible | ||||
Description | Having 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... | ||||
Tags | No tags attached. | ||||
related to | 0018279 | resolved | Chris_McElligottPark | Laser beams in item rooms stay active |
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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. |
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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... |
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Sweeeeet! I love that idea, actually. I'm not sure why I did not think of it myself, haha. |
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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. |
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Looks like beam emitters are not destructible using a missle in .852? |
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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... |
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Oops! Fixed in 0.853. * Fixed an issue in recent versions where lasers and so on had become unkillable with missiles. |
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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 :/. |
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I never noticed this until I read this, but lasers and turrets no longer seem to be destroyable with a missile. |
Date Modified | Username | Field | Change |
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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 |