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Makes Anti-parasitic slightly more powerful to match larva gestation increases #6407
Makes Anti-parasitic slightly more powerful to match larva gestation increases #6407
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You need to have a changelog for this, check other PRs. |
…ly to larva speed increases
…ith-gestation-increases
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About the pull request
Larva gestation was sped up at one point or another, and that made Anti-parasitic too slow to actually prevent gestation or remove parasites at all
Applies a 1.5 multiplier to the potency removed from the larva timer.
Explain why it's good for the game
Larva gestation was sped up at one point or another, and that made Anti-parasitic too slow to actually prevent gestation or remove parasites at all. In its current state, Anti-Parasitic is incapable of removing larvae at higher levels, due to it being too slow acting, with a slight increase, it may be viable (of note, I'm not sure if the 1.5 multiplier is actually high enough to be able to counter-act and remove larvae, and may need to be increased further)
Of note, it still does potency burn damage, meaning that if it is at potency 8, it will do 8 burn damage to whatever the chemical is being metabolized in.
Gives the Antiparasitic chemical property its niche back. At lower levels it's supposed to delay the inevitable and buy time for the marine to get to surgeons, and at higher levels it's supposed to cure larvae from the marine. Currently, it's not powerful enough to do either to a noticeable degree.
Testing Photographs and Procedure
N/A. All that was done was add a 1.5 multiplier to the potency, when it is removed from the larva timer
Changelog
🆑
fix: Adds a 1.5x modifier to the amount taken from larva timer based on chem property level
fix: swaps the 1.5 multiplier for a delta_time multiplier
fix: improved the formatting of the code to have proper spacing
/:cl: