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Not being able to jump a full block is agonizing but I like having that punishment for taking poor care of your character. However, holding shift to climb the blocks, while an awesome mechanic and a great way out of really annoying situations, is poorly communicated and is only discoverable through random experimentation.
It's hard to say what's going to be a good way to communicate this, especially without directly spelling it out to the player.
The text was updated successfully, but these errors were encountered:
Crystalwarrior
changed the title
Climbing blocks when holding Shift when too tired is not communicated well
Climbing blocks when holding Shift when too tired to jump a full block is not communicated well
Aug 10, 2022
That's not an intended mechanic, and I can't seem to do it here. Do you have sneak jump enabled, perhaps?
It's intended that when you're exhausted and suffering from exposure, you can't jump, and must rely on the natural slopes, or else either slabs you've brought, or sticks to make impromptu steps to get over obstacles.
I'd like to render your third-person model prone in a crawling state, too, but we don't have an animation for that.
I tested and was able to confirm this is a Minetest issue and not an Exile specific issue. I can replicate the behavior in Minetest Game.
By default the player has full movement capabilities and is unable to "climb" after losing some energy. Player jump height being affected by the lack of energy makes this falsely seem like loss of ability. Perhaps Exile's default jump height could be set a teensy bit lower to mitigate?
Jump height with full stats is actually higher than Minetest default, there's a bonus in there. Lowering it a little wouldn't have much effect, and lowering it a lot would make cave exploration a lot harder.
I think the only solution for this is either to somehow disable the ability to sneak-jump up a block that's too high to normal-jump, or just accept that mantling is a thing and see if we can't clue player in to it somehow.
Not being able to jump a full block is agonizing but I like having that punishment for taking poor care of your character. However, holding shift to climb the blocks, while an awesome mechanic and a great way out of really annoying situations, is poorly communicated and is only discoverable through random experimentation.
It's hard to say what's going to be a good way to communicate this, especially without directly spelling it out to the player.
The text was updated successfully, but these errors were encountered: