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Poison tweaks #46079
Poison tweaks #46079
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Co-authored-by: anothersimulacrum <[email protected]>
Co-authored-by: anothersimulacrum <[email protected]>
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Looks good otherwise.
Okay, the code for checking if a monster is immune was a tougher nut to crack than I expected, but here we are. My intentions/assumptions were:
And it works like that now! There's still some weirdness, mostly because of the material choice of a lot of exotics, e.g. nether creatures tend to be flesh which makes a flaming eye susceptible, but if that's jarring I can do a pass on their materials instead. However, the creature_effect test has some drastically different assumptions and is very disappointed in me. Please advise. |
A lot of the question re zombies is really the question of how much of their metabolism, etc., is blob and how much is (restarted) original fleshly functions. There are arguments both ways:
Among the poisons:
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Updated the tests to be happy with me, however it occured to me that this would be a pretty big nerf to the player Venomous mutations. Oh well, I wanted to redo them anyway down the line, mostly because the old venoms barely did anything. Marking it as a draft again until I sort that out. I'll go with a local damage analogoue with an added speed debuff. |
This reverts commit e6755cd.
The monster immunity restrictions are worth a PR on their own, since they do have some knock-on effects on player venoms etc., so that will require some more thought. |
Summary
SUMMARY: Balance "Venom tweaks"
Purpose of change
When adding the new venom variants in #45416 I kinda forgot to add them to the Blood Filter/Analysis CBMs, and I also did not check if any hardcoded weirdness would interfere with them. This PR fixes those and makes some general adjustments to them.
Describe the solution
Both the damaging and weakening venom will now be removed by the blood filter CBM, in addition I added the paralytic and BADVENOM effects to its list. The new venoms also now have blood analysis descriptions. Adjusted the damage tick of the damaging venom to 36s ( up from 30 ), reducing the average damage slightly and causing it to reduce in intensity consistently between ticks ( the decay step is 18s). Since web spiders ended up slightly overtuned I reduced their potency somewhat.
TODO:
- [x] Adjust monsters so that only the appropriate ones can get posioned by them.See comment[ ] Add the venoms to more crittersThis will be my first PR where I won't "while I'm here" a thing. Promise.Describe alternatives you've considered
Near as I can tell the only reason the Blood Filter needs to be hardcoded instead of giving a JSON-modifiable effect is a function to ensure you get your fatigue if it removes Adrenaline or Meth, which is...kind of an edge case in my opinion. If it's desired I can adjust it to add a generic "Blood Filter" effect, removing the appropriate effects (and letting you get away with meth, I guess).
Making the damage venom non-filterable, since it's meant as a local effect. Decided against that pedantry, since that might not be obvious to all players and that venom can screw up your day when it accumulates.
Pestering an actual programmer into doing some coding for me, but they have cooler stuff to add.
Testing
Compiles, filter removes the added effects. Analysis shows the strings.