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Posted (edited)

first mission from Eagle eye, "report to councilman hammet", all NPCs should be dead and untargetable until you find the body of the councilman, there should be no living, targetable enemies in the mission until mission objective is fulfilled. all the dead NPCs are family type. but running this mission on my warshade, i not only encounter a quantum family member enemy, living and targetable, all the other "dead" NPCs stand up, though they still remain untargetable for the rest of the mission. when clicking on the dead councilman's body, the ambushes proceed normally, and mission ends on exit.

 

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Edited by Ridiculous Girl
added something :)
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"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted

this is easily replicable, i went through ouro with my peacebringer, and found a quantum enemy among dead NPCs that were on the ground, on the first floor. the dead NPCs stood up on attacking the quantum.

 

image.png.80bc62ed86c04a95965bc4e2f8686122.pngimage.png.87e02308833b619e728d036a06d27ad5.png

  • Like 1

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted

Sounds as if the dead mobs are being spawned in the mission as ordinary 'mission spawn' entities, automatically flagged as dead and non-despawning, and then a function for the Kheldian spawn-modifier kicks in that changes some of the individual spawn mobs to Quantums, but that code doesn't get pushed through the same 'make them dead' function, so when they replace a dead body, they are put in as a live Quantum. It seems to me that the best way to address this would be to make the initial dead-mob population unaffected by any of the team-size, difficulty, or archetype special modifiers, applying those only to the ambushes that occur after you interact with the councilman's body. That way, you'd get two- and three-body spawns of regular dead Family even if you took in a team of eight Kheldians, but once the ambushes started, you'd get quantums mixed in with them the way you would in any other mission.

 

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Posted
7 hours ago, srmalloy said:

Sounds as if the dead mobs are being spawned in the mission as ordinary 'mission spawn' entities, automatically flagged as dead and non-despawning, and then a function for the Kheldian spawn-modifier kicks in that changes some of the individual spawn mobs to Quantums, but that code doesn't get pushed through the same 'make them dead' function, so when they replace a dead body, they are put in as a live Quantum. It seems to me that the best way to address this would be to make the initial dead-mob population unaffected by any of the team-size, difficulty, or archetype special modifiers, applying those only to the ambushes that occur after you interact with the councilman's body. That way, you'd get two- and three-body spawns of regular dead Family even if you took in a team of eight Kheldians, but once the ambushes started, you'd get quantums mixed in with them the way you would in any other mission.

 

 

that would be an elegant solution and a neat way sneak in quantums into a mission for a surprise 🙂

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

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