EDIT: updated for 675312 on release branch.
Inimical Gestalts received an update to their transparency updating:
local function Client_CalcTransparencyRating(inst, observer) -- Replica component might not exist yet when we run this :) if inst.replica.combat and inst.replica.combat:GetTarget() ~= nil then return TUNING.GESTALT_COMBAT_TRANSPERENCY -- 0.85 end
This means remote clients can properly see their intended transparency when they have a target that isn't them! The previous inst.components.inspectable ~= nil check could only ever work on the server (a local server without extra shards to be specific).
Both Gestalts and Greater Gestalts should replace the inspectable check in their transparency function with this one, to fix the issue on them too.
Greater Gestalts should also inherit the change that Inimical ones received to always be inspectable (and scary to prey), which I'm pretty sure it was done due to a report of "why can we attack them without being able to inspect them?", since these have the same issue. There's no reason for them to remain as they are now.
Normal gestalts on the other hand can remain as is, as they can never be attacked, and can only be inspected when they have a target (which is why they need that replica check shown above).
Something very minor to note also is that since their trail uses the same transparency function, the replica check could never go through, but you could check for it on spawning it and use a net_bool to sync and force set this, it's just barely impactful at all given that trails last around 1.33 seconds..
EDIT: I also realize now that since Inimical Gestalts aggro based on enlightenment going up, their sanity transparency calculation needs to be inverted. By comparison, Greater Gestalts stare at low sanity players, and ignore them otherwise, and they become more visible as enlightenment goes down (code even suggests this is the case but it's still kinda weird..).
Also the ramp up is really slow despite them just needing players to be above 33% enlightenment to aggro, it needs to ramp up from 0% to 33% to properly let players know they're close to them aggroing (at which point they'll just use combat transparency).
See above.
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