Stop all activity at the first sign of an attack

This sort of thing has happened in my games more than once, and has never sat well with me.

While performing an action of some sort (in my case dragging a load of loot/stuff then suddenly being attacked by a spitter z) my toon keeps performing the movement of stuff while obliviously standing in a pool of acid, taking acid damage until the activity is complete.

Shouldn’t we stop whatever we are doing the moment we are ambushed and start taking damage?I have no qualms about being ambushed, its just the response/lack of a reasonable response to the attack.

Perhaps adding an interrupt flag asking whether to continue current activity in spite of the attack might be a solution.

A snip of my message log shows a bit more clearly of what I mean:

Another snip of the same phenomenon.

From the blue arrow is where a zombie rises while pulping. For the next approx. 3 minutes of game time my toon is on auto pilot pulping while taking a beating.

Idk at this point if this is a bug or a game feature, it certainly has bug attributes but who knows maybe it is an intended action. Any comments?

Here is yet another example (game breaker) of the phenomenon. It appears to behave like a stun lock, but there is no mention of any stun.

Being attacked….while smashing takes precedence over safety leaving the player no recourse… is quite a departure from regular gameplay. Maybe its just me, but it does seem out of place.

Did you choose “ignore further interruption” earlier?

Thanks for the reply, but no all distractions on the the distraction manager were enabled (green).

However, your question does bring up another set of possibilities, that being the myriad of toggleable “safety switches” buried in the menu driven options page(s).

I like to play on max difficulty, where there are more Z’s than normal, and when those are dispatched pulping becomes rather important.

So in this case to facilitate pulping I switch on Auto pulping, pulp adjacent. Sometimes I would even turn down the safe mode proximity distance from max to a lower value and even disable all distractions in order to appease the never ending pauses to accomplish a mass pulping. Keeping in mind, this also applies to a bulk move of loot/stuff.

It is therefore ridiculously easy to forget the status of those switches and others like it (ie: running, rather than walking).

Having said that, it appears that even when all said switches were reset to normal play status (ie: max safe mode proximity distance, all distractions enabled(green), the problem persists, albeit intermittently.

Because of this intermittent behavior might this suggest an I/O problem? I use mouse control and have noticed a mouse click can often produce 2 or more moves and do not recall having this in the past playing cdda. So the question, is there any debounce code on mouse input?

Finally the use of the Auto functions in the options page might have something to do with the problem at hand, or my mouse or just me and my style of play might be to blame. “Sigh”