-
Notifications
You must be signed in to change notification settings - Fork 557
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Research major property rebalance #6225
Research major property rebalance #6225
Conversation
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
healing properties, anti-xeno properties and fire properties are now cheaper at higher levels |
|
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Sorry for the compilation errors w/ the suggestions.
hooray, ready to merge |
Be sure to update changelog too otherwise I'll be editing it. Feel free to rework the immunity duration too to only allow it to last ~2s + handle any immediate re-applications, but otherwise I can try tackling that in my own PR later. |
grace period is now 30 seconds instead and +1 second every time the component is reaplied while immune |
Co-authored-by: Drathek <[email protected]>
About the pull request
this PR rebalances most relevant properties in research
the cost penalty that all properties have on create mode after level 5 is now a variable that can be false on each individual property
all anti-xeno properties, fire properties and most healing properties have this variable set to false to encourage more variety on what research makes
all anti-xeno properties are now available roundstart from basic chems at low levels
bonemending is now only 2 levels less efficient when not using a splint on the broken limb as opposed to 5 levels less efficient
the big changes:
MST and NST now conflict, you can only have 1 on a stim
boosting nerfed by 50%, each level of boosting now only boosts other properties by 0.5 levels
regulating is now a common property and turns any ammount past overdose into sugar
fire penetrating is now a rare property and can be combined using roundstart available properties, this property is nowhere near good enough to be worth legendary status, considering it needs a flamer + other properties to be effective and only affects 2 out of 14 xeno castes
bonemending can now be made combining nutritious and hyper-densificating (found in defender bodies)
flowing no longer decreases intensity and duration, it is now possible to make a blueflame equivalent fire chemical with clearance 5 and around 25 points (30 if fire penetrating)
only custom incinerator tanks can now accept custom flamer fuels
resin fruits, warden debuff rejuvenate and admin rejuvenate now clear warcrime's effects and grant a 20 second immunity
Explain why it's good for the game
Encourage the usage of under-used anti-xeno properties, flame properties and healing properties by making them less expensive and easier to obtain
Nerfing godstims by reworking regulating and nerfing boosting's abillity to solo carry a stim; stopping MST and NST from being used in the same chem.
Testing Photographs and Procedure
everything works, I tested
its mostly number changes
Changelog
🆑
balance: MST now conflicts with NST, you can only have one in your stim, not both
balance: Boosting now only boosts other properties by 0.5 levels for each level
balance: Regulating is now a common property and turns any overdose ammount into sugar
balance: Flowing no longer decreases intensity and duration, it is now possible to make a blueflame equivalent fire chemical with clearance 5 and around 25 credits (30 if fire penetrating)
balance: Bonemending is now only 2 levels less efficient when not using a splint on the broken limb as opposed to 5 levels less efficient and can be made by combining nutritious and hyper-densificating
balance: Anti-xeno properties, fire properties and most healing properties no longer have a cost penalty when above level 5 in create mode
balance: All anti-xeno properties are now available roundstart at low levels from basic chemicals
balance: Fire penetrating is now a rare property and can be made by combining oxygenating and viscous (both roundstart available)
balance: Many other various changes to flamers, chemsmoke and anti-xeno properties
balance: Resin fruits and Warden debuff rejuvenate now clear warcrime's effects and give a short immunity
code: Refactored interference to be a component and added new traits for it
balance: Daze no longer stops xenos from talking and is slightly less punishing when applied to humans from the neurotoxic property
code: New snowflake daze component for neurotoxic property
/:cl: