PTR Changelog 2018-11-01: Creep.pull()
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Honestly I don't think this should be usable on other player creeps, but has a lot of interesting prospects for use on your own.
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Can we also get
Creep.push()
? I wanna have boosted healers pushing50xATTACK
creeps into battle while being safe behind them
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Will pull mechanics guarantee that pulled creep will take position of pulling creep when multiple creeps try to move into the same spot? (Think attacker - healer pair being separated by enemy creep)
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Would this make it impossible to get between the creeps? If both creeps are synced intent wise, then an enemy creep couldn't jump the first one and prevent the second from following. This would give an advantage to block move attacks.
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I cant wait to implement a 50 heal part creep station being carried around by my attackers or just drop a 50 work part creep at someones walls. Ultimate siege strats
What happens to the fatigue gain of the pulling creep when the pulled creep has move parts? Do they contribute to reducing fatigue gain?
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@zyzyzyryxy not guaranteed, just most likely.
When several creeps trying to move onto the same tile, the priorities are: creep having follower, creep that being pulled, creep that pulls someone, creep with best moves/weight ratio
@davaned That may be interesting, but the current implementation is not supposed to be used unwillingly.
@smokeman When several creeps trying to move onto the same tile creep that being pulled takes priority.
@obamallama No, creep pulling another creep receives another creep's fatigue. Pulled creeps, however, can use his
MOVE
parts to reduce the fatigue he already has.
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@o4kapuk Can you pull someone that has fatigue remaining?
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@obamallama Yes, because if you call move on a creep nearby, the ERR_TIRED and the ERR_NO_BODYPART checks will be bypassed. Also, the fatigue of the pulled creep will be decreased as usual according to the pulled creep's
MOVE
parts.
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That's really cool.
How does it handle switching rooms? I can imagine the train creep being knocked into the next room while the pulled creep is still 1 tile in front of the exit
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@keenathar this is for players to handle. I have a couple of implementations (so I know it's possible), but I'd not spoil it because players should have their own wonderful discoveries.
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@o4kapuk said in PTR Changelog 2018-11-01: Creep.pull():
When several creeps trying to move onto the same tile, the priorities are: creep having follower, creep that being pulled, creep that pulls someone, creep with best moves/weight ratio
Does this mean we can use
Creep.pull()
to prevent other creeps from squeezing in-between attacker-healer pair creeps? Assuming attackerpull()
s the healer along?
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@orlet not guaranteed, just most likely.
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@orlet You would still be able to move past them diagonally if they were next to each other diagonally but you could probably make them create a solid line but it would slow down how fast you can get to places
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I see. Well, that's still useful and something to consider. Might actually implement a trio train squads, melee-healer-ranger mini choo choo train
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One thing that seems quite counter-intuative about this design is that pulled creeps' movement parts only decrease fatigue on that pulled creep. It seems like it'd be more intuative for the fatigue transfer to be reduced by any fatigue reduction past zero on the pulled creep.
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I agree with Tigga. I was reading the conversation in Slack about this and was really surprised this isn't how it works.
In general terms I'd expect all move parts in a "train" to contribute to reducing fatigue, but just the remaining fatigue ending up with the front "locomotive" instead of regular behavior.
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@tigga That makes sense. We scheduled rework of pull.
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PTR updated with new version of
pull()
: now excess thrust of MOVE parts participate in the movement. So creep being pulled will use his MOVE parts to decrease his own fatigue, if he has it; otherwise, his MOVEs will be used together with MOVEs of the puller.