local function GetRareChildFn(inst, isemergency, target) local rift_active = TheWorld.components.riftspawner ~= nil and TheWorld.components.riftspawner:IsShadowPortalActive() local ruinsnightmare_chance = rift_active and TUNING.RUINSNIGHTMARE_SPAWN_CHANCE_RIFTS or TUNING.RUINSNIGHTMARE_SPAWN_CHANCE return TryLuckRoll(target, ruinsnightmare_chance, LuckFormulas.RuinsNightmare) and "nightmarebeak" or "ruinsnightmare" end
Nightmarebeak is using the probability stated in tuning.lua right now, while that probability is designed for ruinsnightmare, so nightmare lights and nightmare fissures are spawning more ruinsnightmare before rifts, but spawning less when shadow rift is active. I'm pretty sure this is not the intended behaviour.
Compare it with the code below, which is from a version before YOTH.
local function GetRareChildFn(inst) local rift_active = TheWorld.components.riftspawner ~= nil and TheWorld.components.riftspawner:IsShadowPortalActive() local ruinsnightmare_chance = rift_active and TUNING.RUINSNIGHTMARE_SPAWN_CHANCE_RIFTS or TUNING.RUINSNIGHTMARE_SPAWN_CHANCE return math.random() <= ruinsnightmare_chance and "ruinsnightmare" or "nightmarebeak" end
Steps to Reproduce
n/a
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A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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