Mojira Archive
MCM-1243

knockback_roar with knockback_strength 0 now deals much weaker vertical knockback

Partner Rank:

2

Partner Team Reporting:

Everbloom Games

Verification builds:

1.16.200.53

Summary:

minecraft:behavior.knockback_roar with knockback_strength 0 no longer deals as much vertical knockback as it used to; almost nothing now. It used to deal as much vertical knockback as all the other knockback_strength values, and the only thing that changed between levels was the horizontal knockback.

Impact:

Makes a mechanic in one of our maps unintuitive and less fun. Whereas before, standing in water would bounce you, now you just sink slowly.

Repro Steps:

  1. Open the provided world
  2. Head to the white-floored chunk with slab over an orange block (you should have spawned on it)
  3. Run into the orange block, on the side of the wooden pressure plate. The pressure plate will spawn an entity that performs knockback roar for 0.2s.

Expected:

The knockback will push you high enough to make it over 1.5 blocks.

Observed:

The roar particles appear but you don't get leave the ground.

Screenshots/Videos attached: Yes/No

No

Regression Builds:

Last worked in 1.16.200.52

Notes:

I understand the knockback_strength only affecting horizontal knockback may be unintuitive or even unintended, but we rely on this behavior on many of our maps; knockback_strength: 0 being synonymous with "only vertical knockback".
If the intent is for both vertical and horizontal knockback to scale with this value, I suggest having a separate property for the vertical component, and keeping knockback_strength for the horizontal component.

Unresolved

Energyxxer

2020-11-24, 01:30 AM

2020-11-25, 07:34 PM

0

0

Future Release

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