Author Topic: Mordre doesn't react to gas  (Read 1782 times)

Shixor

  • Oculite
  • Probably not a Spambot
  • **
  • Posts: 4
  • Karma: +1/-2
    • View Profile
Mordre doesn't react to gas
« on: May 14, 2024, 05:39:47 pm »
As said in the title you can throw a gas grenade at Mordre and he will just slowly die. There are also no consequences in killing him this way. So you can just get his (semi high level) equipment with no effort at a very low level.

Eidein

  • Oculite
  • Scavenger
  • **
  • Posts: 126
  • Karma: +40/-459
    • View Profile
    • My youtube
Re: Mordre doesn't react to gas
« Reply #1 on: May 14, 2024, 07:45:25 pm »
Lies, kill this man

ben

  • Probably not a Spambot
  • *
  • Posts: 40
  • Karma: +15/-61
    • View Profile
Re: Mordre doesn't react to gas
« Reply #2 on: May 15, 2024, 12:19:14 am »
This is not a bug. Mordre is in an uncontrolled zone.
(See here: https://www.stygiansoftware.com/wiki/index.php?title=Zone_Control )

Gas grenades and caltrops can be used without triggering hostilities. Enemies that take damage from these items or traps will not trace it back to you.

But since you have brought up this issue, i will expand on it with two related issues, which the devs can consider fixing:

1. Mordre and SGS Guards in outposts do not attempt to disarm gas grenades (while many other NPCS do)
I am unsure how it is decided which NPCs try to disarm gas grenades, and which do not.

2. A non-hostile NPC can be interrupted while disarming a gas grenade, simply by clicking on him to initiate a dialogue. (for example when gassing Wyatt in Depot A)

I presume the same issue would also occur with bear traps instead of gas grenades.

Styg

  • Administrator
  • Godman
  • *****
  • Posts: 2406
  • Karma: +513/-31
    • View Profile
Re: Mordre doesn't react to gas
« Reply #3 on: May 15, 2024, 08:37:19 am »
There are also no consequences in killing him this way.
If you don't consider going to hell an important consequence, I guess.

Tygrende

  • Oculite
  • Tchortist
  • **
  • Posts: 482
  • Karma: +68/-2
    • View Profile
Re: Mordre doesn't react to gas
« Reply #4 on: May 15, 2024, 11:14:36 am »
Easy fix for Mordre, just give his tactical vest armor a high quality biohazard vest in every game, and/or biohazard boots. Quality 100 biohazard vest is 13 bio DT, biohazard boots are 15, 28 is not total immunity (45 would be) but will probably slow down the damage enough to the point where it's no longer feasible to kill him in the early game with limited toxic sludge supply. Gas mask would work too if being true to his portrait isn't a concern.

Or an even easier fix, just make mushroom cove a controlled zone. There's an SGS sentry right outside, not many people going there. Might make setting traps for hoppers an issue, though, so maybe a partially controlled zone instead. Even more true for outposts after clearing them out.
« Last Edit: May 15, 2024, 11:28:38 am by Tygrende »

harperfan7

  • Oculite
  • Godman
  • **
  • Posts: 1383
  • Karma: +210/-746
    • View Profile
Re: Mordre doesn't react to gas
« Reply #5 on: May 15, 2024, 12:09:07 pm »
Mordre would be the only source of non-crafted biohazard tacvest, and an early way to get biohazard boots; there is a quest where you can kill him consequence free with the right amount of persuasion.  The easiest thing is for him to disarm the grenades like everybody else. 
*eurobeat intensifies*

Eidein

  • Oculite
  • Scavenger
  • **
  • Posts: 126
  • Karma: +40/-459
    • View Profile
    • My youtube
Re: Mordre doesn't react to gas
« Reply #6 on: May 15, 2024, 12:22:05 pm »
Disarming nades is not tied to individual npc behaviour, its the zones control state.

harperfan7

  • Oculite
  • Godman
  • **
  • Posts: 1383
  • Karma: +210/-746
    • View Profile
Re: Mordre doesn't react to gas
« Reply #7 on: May 15, 2024, 12:46:14 pm »
Give him sourceless bio DT.
*eurobeat intensifies*

Tygrende

  • Oculite
  • Tchortist
  • **
  • Posts: 482
  • Karma: +68/-2
    • View Profile
Re: Mordre doesn't react to gas
« Reply #8 on: May 15, 2024, 01:02:23 pm »
Mordre would be the only source of non-crafted biohazard tacvest, and an early way to get biohazard boots; there is a quest where you can kill him consequence free with the right amount of persuasion.  The easiest thing is for him to disarm the grenades like everybody else.
So it would also make persuasion more useful, perfect.

Phr3ak

  • Zoner
  • **
  • Posts: 68
  • Karma: +12/-0
    • View Profile
Re: Mordre doesn't react to gas
« Reply #9 on: May 15, 2024, 11:46:10 pm »
Disarming nades is not tied to individual npc behaviour, its the zones control state.

Zone control state is certainly not the only factor that determines whether an NPC disarms grenades. SGS is controlled, yet nobody I tried disarms my gas grenades (though they do get hostile once damaged by gas).


Phr3ak

  • Zoner
  • **
  • Posts: 68
  • Karma: +12/-0
    • View Profile
Re: Mordre doesn't react to gas
« Reply #10 on: May 15, 2024, 11:52:47 pm »
If the end goal is to make it impossible to kill Mordre without making SGS hostile (until a certain persuasion check during a certain quest), then giving him bio resistance is just whacking a mole. He can also be killed with mines (he does disarm them, but there's enough time to back out and throw a grenade to detonate the mine) or TNT.

WeiJayTan

  • Scavenger
  • ***
  • Posts: 125
  • Karma: +13/-2
    • View Profile
    • IMDb profile
Re: Mordre doesn't react to gas
« Reply #11 on: May 16, 2024, 02:48:27 pm »
I've been thinking...

Perhaps this can be incorporated into an NPC's combat AI: They will avoid toxic gas clouds and acid puddles if there is an alternate path available. Take the Zone Rats, for example: I hate it when they run through the toxic gas shroud at the derelict warehouse which is very thick in concentration, or if they return to their original positions and stand there even if there's a pool of acid at the very spot where they are standing. The latter, I think, can be solved with this: "If there is an acid puddle at their original position, they'll stand as close as they can to that position until the puddle completely dissipates, after which they will stand at their original spot once more"

So, in Mordre's case, I reckon that a possible solution to this scenario can be:
If there's a toxic gas cloud that is caused by the player's gas grenade around/near him, he'll walk away from it if he's within the cloud where he'll take damage, and he'll turn hostile to the player, much like how the denizens of SGS's interior turn hostile to the player if they take damage from their gas grenades (mentioned in a previous post in this thread, haven't tested that myself), and changing the Mushroom Cove to a "Partially Controlled Zone".

*I recall in a previous version, the Mushroom Cove was a partially controlled zone. In the current version, it is an uncontrolled zone. Despite being an uncontrolled zone, attacking Mordre directly will turn South Gaters hostile, as after turning him hostile and exiting Mushroom Cove one will find the SGS Sentry at the entrance to Mushroom Cove hostile. Passing the 90 Persuasion check due to circumstances of a certain questline, however, will give the player the option to fight him without turning SGS hostile. (Tested this part myself)
Now, in most cases, uncontrolled zones mean that it's a place where 'whatever happens there, stays there, the news doesn't spread to the faction'. Even though it is not directly mentioned in the zone control's tooltip description. Perhaps stating it there can give future players a better idea about this rule.
« Last Edit: May 17, 2024, 10:21:11 am by WeiJayTan »
“有趣之事皆是好事。” - Twitter Artist @ALumizky
”All interesting things are good things."

Eidein

  • Oculite
  • Scavenger
  • **
  • Posts: 126
  • Karma: +40/-459
    • View Profile
    • My youtube
Re: Mordre doesn't react to gas
« Reply #12 on: May 16, 2024, 08:58:00 pm »
Quote
in most cases, uncontrolled zones mean that it's a place where 'whatever happens there, stays there, the news doesn't spread to the faction

This isn't true, if you hurt Mordre SGS will become hostile.

Its hard to justify coding new npc behaviour for 1 semi-exploit but the idea for running out of gas ofc isn't a bad one just probably unlikely to be implemented this late into the games life.