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Bloodsucker Sol rework #3236
Merged
Absolucy
merged 16 commits into
Monkestation:master
from
Absolucy:bloodsucker-monkey-patching
Sep 12, 2024
Merged
Bloodsucker Sol rework #3236
Absolucy
merged 16 commits into
Monkestation:master
from
Absolucy:bloodsucker-monkey-patching
Sep 12, 2024
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Absolucy
commented
Sep 5, 2024
@@ -86,15 +62,15 @@ | |||
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switch(danger_level) | |||
if(DANGER_LEVEL_FIRST_WARNING) |
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do you know how hard it is to avoid bringing up project moon brainrot with this- wait i just did it
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About The Pull Request
This makes it so Bloodsuckers no longer ignite and take damage during Sol
Instead, a "Solar Flares" status effect is applied (when not in a coffin), which has the following effects:
basically, Sol is a period where, if you're out and about instead of eeping, you're far more vulnerable than you normally would be.
also did some code cleanup
Why It's Good For The Game
sol kinda sucks for rp tbh, and bloodsuckers is best when you embrace the rp aspect, so here's a stopgap while the rework is being worked on
Changelog
🆑
balance: Sol has been reworked for Bloodsuckers. Instead of burning during Sol, they'll instead get a status effect that completely disables their passive healing, slower movement and action speed, they will take 50% more damage (of any type), and some powers will either have a much higher blood cost, or be completely unavailable.
fix: Fixed various jank regarding oozeling bloodsuckers.
/:cl: