When skullmining an advent trooper with >20 hit points, the skullmine doesn't kill them, but leaves them with a few hit points (which is fine). However, the alien appears to go unconscious, when in fact it's not. On the following alien turn, the alien is able to move and fire normally, but appears to still be unconscious in its original tile.
Foul
Skullmining bug
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- Posts: 74
- Joined: Mon Feb 27, 2017 3:33 am
Re: Skullmining bug
because that's what skullmine do, deal 20 damage with 20 armor piercing.
Re: Skullmining bug
The problem isn't the 20 points of damage, it's that the graphical error of showing an unconscious trooper who is most definitely not unconscious. And often where you see the unconscious trooper is not the actual tile he's in.
Foul
Foul
Re: Skullmining bug
That's what it does *now*, but it's not clear that it's intended. Given the weird bugginess with the animations and the fact that it only comes into play rarely, I'd guess it's an unintended bug.bountygiver wrote:because that's what skullmine do, deal 20 damage with 20 armor piercing.
Re: Skullmining bug
yeah it's likely buggy because the way skullmining works in vanilla is that it just straight executes the target if it is successful, not matter how much hp it has. My guess is that interaction is still kind of lingering there causing some weird things to happen.
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- Posts: 74
- Joined: Mon Feb 27, 2017 3:33 am
Re: Skullmining bug
nope that's the vanilla behaviour. They did this because none of the vanilla skullmine elligible target has more than 20 hp, it's an easy fix just make it 99999 damage with 99999 pierceJM01 wrote:yeah it's likely buggy because the way skullmining works in vanilla is that it just straight executes the target if it is successful, not matter how much hp it has. My guess is that interaction is still kind of lingering there causing some weird things to happen.