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Aralex need to lose some weight

RandomOne
(@randomone)
Eminent Member

"The aralex is a dark livid shade of green each coin-sized scale slightly different in hue. Though its body is as long as a human arm its tail is nearly twice that limp and lifeless in a loose coil. The corpse is starting to stink a little. The dismembered corpse of a massive aralex has nothing on it."

A creature the size of 3 arm lengths that is too heavy to even group 2 together. This truthfully makes skinning them a hassle when the corpses start decomposing because it throws the # of which corpse is which up by 1 as they rot into nothing. So using "collect X skinned from <#-#> corpse" starts missing corpses while it is collecting, since the numbers change during collection. it also leads to a LOT of room spam when you start having 30 or 40 dead at a time around you. 

Is there any chance we can lower the corpses weight just enough to allow 2 or 3 of them to be grouped together? Or make it so the corpse stays huge (I assume so people can not carry them out to get stuffed) but code in that they can be grouped even though they are heavy? This would turn them into "some corpses" as a minimum and "pile of corpses" at most when they were grouped. Then, you could group "dismembered" corpses when you are done and when you go to skin, only worry about the untouched corpses. 

Its a small quality of life change I think would be very nice for folks who do hunt Aralex. 

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Topic starter Posted : 13/10/2021 5:05 pm
RandomOne
(@randomone)
Eminent Member

If removing them (corpse or KO'd) is an issue, why not just code into the last room before you leave the Aralex pits a trigger that if a corpse or an unconcious aralex enters there, "some rats and smaller aralex burst forth and wrestle the <corpse or aralex> away from you before disappearing into the darkness."

That way you maintain that they can not leave the area alive, dead or KO, but you could allow the corpses to be smaller so they can be grouped together.

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Topic starter Posted : 19/10/2021 11:45 am
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