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@b3brodie b3brodie commented Sep 9, 2025

Summary

Features "Bashing Spells can Pulp Corpses"

Purpose of change

Whacking corpses with some hefty Mindhammers feel like it should do something to them

Describe the solution

Add a new static function for the magic_spell_effect file that handles corpse pulping and call it where relevant

TODO:

  • splatter code needs some redesign for the one-off design

Describe alternatives you've considered

Testing

Additional context

@github-actions github-actions bot added [C++] Changes (can be) made in C++. Previously named `Code` Mechanics: Enchantments / Spells Enchantments and spells <Enhancement / Feature> New features, or enhancements on existing json-styled JSON lint passed, label assigned by github actions labels Sep 9, 2025
@GuardianDll
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While i like the idea, i don't like implementation, specifically you needing to cast spell manually on each corpse, sound like it will result in a lot of micromanagement. I do not have a better solution at hand tho

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Sep 9, 2025
@b3brodie
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b3brodie commented Sep 9, 2025

While i like the idea, i don't like implementation, specifically you needing to cast spell manually on each corpse, sound like it will result in a lot of micromanagement. I do not have a better solution at hand tho

I've had it work a little differently than that. With this implementation spells will bash every corpse on the targeted tile, and of course spells with AOE will bash corpses on every tile that they target.

@GuardianDll
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GuardianDll commented Sep 9, 2025

What i meant is that if player would have no tools or bad tools, they would have a choice to either spend lot of time bashing corpses by hand, or spend whatever time is to cast a spell (in general, much shorter, up to like a second), but by manually casting spells, making player prefer to grind the spell button down to not spend much time. It would be fine if it's aoe damage spell, but would be quite terrible if it's something like mindhammer, single target power attack

I think it has quite the same problem as using power tools or even firearms to make it faster - absolutely reasonable suggestions, but should cost you in some other means (energy, rounds, mana) and not in your sanity by player repeating the same keybinds over and over again - therefore should be steamlined in some other ways

@b3brodie
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What i meant is that if player would have no tools or bad tools, they would have a choice to either spend lot of time bashing corpses by hand, or spend whatever time is to cast a spell (in general, much shorter, up to like a second), but by manually casting spells, making player prefer to grind the spell button down to not spend much time. It would be fine if it's aoe damage spell, but would be quite terrible if it's something like mindhammer, single target power attack

I think it has quite the same problem as using power tools or even firearms to make it faster - absolutely reasonable suggestions, but should cost you in some other means (energy, rounds, mana) and not in your sanity by player repeating the same keybinds over and over again - therefore should be steamlined in some other ways

I think I understand then. When casting a spell only partially damages a corpse, fully pulping it would require casting the spell multiple times. In the case where this is preferable ingame timewise the player would potentially have to spend a lot more time out of game repeatedly casting the spell compared to the default.

In that circumstance I think I could throw something together that would allow players to choose to repeatedly cast the spell until pulped / out of resources.

@github-actions github-actions bot removed the BasicBuildPassed This PR builds correctly, label assigned by github actions label Sep 10, 2025
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Sep 10, 2025
@github-actions github-actions bot added [JSON] Changes (can be) made in JSON and removed BasicBuildPassed This PR builds correctly, label assigned by github actions labels Sep 10, 2025
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[C++] Changes (can be) made in C++. Previously named `Code` <Enhancement / Feature> New features, or enhancements on existing [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Mechanics: Enchantments / Spells Enchantments and spells
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