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Adjust monster immunities to venoms, being downed #46156
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Note prior discussion in #46079; my comment can be seen here. One might describe the question re zombies as whether they're more like cells taken over by a virus, just the physical structure left of the original body, or something in-between - and, if in-between, exactly how? (And it could even vary by zombie - ones with REVIVES_HEALTHY might be a bit different...) |
The fact that this touches on pretty fundamental design questions is the other reason I put it up separately. Since they are energized by transdimensional Blob voodoo, don't need to breathe and evolve rapidly the assumption that their physiology is pretty different is a safe one. Still, their material is flesh and they don't seem to want to change that in the course of the first year, even though they incorporate extraneus material, so I'd suppose proteolytic enzymes would keep working for a while, at least. |
Heh. Those design questions (@I-am-Erk? @kevingranade? anyone?) had me considering which Discussions category to ask about them in... thanks! |
BTW, weirdly enough, Magiclysm lizardfolk (and their pet crocodiles!) have NO_BREATHE.... |
First pass on the player venoms, very WIP:
Those feel relevant, if slightly underpowered for monsters ( up from completely irrelevant, so that's progress). However, since the players are working with effectively 80ish max health for each limb, and a third of the limbs are an instakill if they break that would be pretty unfair to say the least. Because of this, the mutated attacks now apply the locally damaging mob venom effect or both the damaging and the weakening venom when hitting an NPC or a player. |
Nether creatures and power leeches are now immune to the same venoms zombies got immune to, but those made of flesh can still bleed. Player venoms have a 20% chance to cause Stun / Downed, for the weaker and stronger variant respectively. Looking at it once more I'm not convinced making zombies immune to some venoms but not to others is good game design even if it makes my inner pedant happier, so I'm opening it for review in the hopes of some core dev feedback. |
While I'm here I also did a sanity check on the "downed" effect, mostly applied by Sweeping attacks so that it can't affect flying things or things without y'know, legs to sweep. Arthropods also got a 75% immunity to it. Included that immunity in the tests as well. |
Co-authored-by: actual-nh <[email protected]>
This will conflict with #46357. Bleeding will be overhauled in that PR, so maybe you cancel the changes to bleeding immunity and leave only your changes to poison immunity? |
This pull request introduces 1 alert when merging 7be91dc into ea3e6a3 - view on LGTM.com new alerts:
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Yeah, I'm just about done with those. However, I added some test cases for fungaloids and flaming eyes to check for poisons/downing and included bleed in them. Neither has a species with a declared blood type or a relevant flag, but both can still bleed ( both in game and in the tests). Did you test them as well? |
Side note: If a wasp-specific mutation line ever gets created, another player venom-type dualistic manifestation: NPCs could logically get pain (bradykinin); not sure about monsters. |
I didn't test them myself, but tests in your own PR say they cant't bleed. |
Ok. Fungaloids do bleed as they have So I'd say it's working as intended (except for fungi bleeding), and tests should pass on these monsters. |
@Venera3: You may find this PMC article of interest regarding uses of venom other than predation/feeding and defense, BTW, as well as for giving ideas for another group of insects: assassin bugs. |
…n#46156)" I never intended for this to happen.
Summary
SUMMARY: Balance "Adjust monster immunities, buff player venoms"
Purpose of change
While cleaning up after my venom rebalance I noticed that the way monster immunities to effects were calculated was neither intuitive nor realistic. This PR attempts to change that, at least with regards to poisons and bleeding.
Describe the solution
Make all zombies impervious to systemic venoms, ie. the old poisons and wasp/bee venom, while keeping them susceptible to direct tissue damage
Make giant arthropods susceptible to venoms and bleeding in general
Rework player venoms into something more gameplay-relevant than applying the old venom effects
Add immunity to being downed to flying monsters as well as critters with the bodytypes Blob, Fish, and Snake and a 75% resist to Multi-legged critters ( Insect, Spider, Crab bodytypes )
Figure out which of the more exotic critters should get which immunity
Rewrite the tests
Describe alternatives you've considered
Keep zombies generally poisonable, but for a lot of poisons that simply makes little sense ( venoms that don't directly damage the tissue tend to affect systems the zombies don't have anymore like circulation etc.).
Not messing with the conditions and adding WARM to all insects to at least have them be poisoned, but then the new venoms would have affected everything from a bot to triffids.
Rework the immunity check into something JSONable instead of directly referencing the effect ids, but that's a bit intimidating and would probably count as a "Feature".
Testing
The intended mobs get poisoned. Hitting NPCs / getting hit by Apis applies the non-player venom variants. The tests pass.
Additional context
In the current implementation, both bleeding and poison require that the affected mob is warm-blooded (?) and made of flesh (bleeding) or flesh or iflesh (poisons). Since no bugs get the WARM flag they are effectively immune to both, as are by the way skeletons (who are also not warm, for some reason).
My general assumptions:
Mycus, Triffids and other weird stuff should not be poisoned and should not bleed ( too different physiology to justify poisons working, they could use some extra effects just for them down the line);