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Dialed back ocular zombie vision to reduce it's calculated difficulty #72302

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Inglonias
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@Inglonias Inglonias commented Mar 10, 2024

Summary

Bugfixes "Reduced ocular zombie vision range to make it less dangerous looking"

Purpose of change

Fixes #72276

Describe the solution

Because of their ridiculous vision_day value of 1000,, ocular zombies had a difficulty rating of 120, or "fatally dangerous". Considering they're new and don't have a sprite yet, this could easily fool people into thinking they're far more dangerous than they truly are. Ocular zombies now have a vision range of 94, which is the farthest away the monster can be from the player while remaining in the reality bubble. I am open to increasing this and making it the diameter of the reality bubble instead. I also gave them a vision_night rating of 10 because the thing is made of eyeballs. It seems reasonable enough to me, but I'm pinging @carlarctg for their opinion.

Describe alternatives you've considered

Removing the concept of monster difficulty entirely. While I did dismiss this idea more or less immediately, I did also technically consider it for a brief moment. I also considered letting someone else take care of this, taking a nap instead of fixing the bug, and many other things I will not list here because they're even less relevant to the patch. I did something reasonable instead.

Testing

Difficulty color of ocular zombies is less red, but still too high in my opinion.

Additional context

…nywhere in the bubble
@github-actions github-actions bot added <Bugfix> This is a fix for a bug (or closes open issue) [JSON] Changes (can be) made in JSON labels Mar 10, 2024
@Inglonias
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Inglonias commented Mar 10, 2024

I forgot the reality bubble is cube-shaped, not circuar. Adjusted numbers accordingly.

@Inglonias
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I also forgot we can manually mod the difficulty, which we should probably do here, but unfortunately I don't know what that value needs to be - the difficulty calculation is a little too tricky for me to figure out on paper.

@Karol1223
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I also forgot we can manually mod the difficulty, which we should probably do here, but unfortunately I don't know what that value needs to be - the difficulty calculation is a little too tricky for me to figure out on paper.

...are you sure we can? I was under the impression we can only manually increase it by the amount set in the JSON field. I'm preeeetty sure that's not what you want.

@github-actions github-actions bot added json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Mar 10, 2024
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Brambor commented Mar 10, 2024

If it sees you at 94, it doesn't see an NPC in the other corner, as said in Discord. I think it should, as Renech suggested, have a vision of 200.

If this PR doesn't mean to change gameplay, only difficulty, the ocular zombie still should see an NPC at maximum possible distance.

@Inglonias
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Vision changed to 200. Let me know if you're still not happy for whatever reason.

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Mar 10, 2024
@Inglonias
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Reducing the value to 200 still causes the zombie to show as cherry red in difficulty on the sidebar. We will need to allow for negative difficulty modifiers in order to fix this issue.

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I'm closing this without merging, as the acceptable solution does not actually solve the problem. This will require a code change.

@Inglonias Inglonias closed this Mar 11, 2024
@Inglonias Inglonias deleted the fix-ocular branch March 11, 2024 18:38
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Ocular Zombies have an anomalously high difficulty rating of 120
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