7 Commits

Author SHA1 Message Date
Fyni debef28eef Changes the Comet Expulsion sound effect to a voiced line (#21629)
See title.

Yes I feel a little dumb changing it and then changing it again but here
we are.

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Signed-off-by: Fyni <itsfyni@gmail.com>
2025-12-02 10:53:47 +00:00
Fyni 9127aff0fe Nerfs Comet Explusion Sound Effect (#21611)
Swaps out the sound effects for the Comet Explusion event to something a
little less... loud.

I may come back in the future and create a voiced line so it matches
other events.

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Signed-off-by: Fyni <itsfyni@gmail.com>
2025-11-22 21:37:46 +00:00
Batrachophreno 3c2bd9bb45 Overmap hazard rebalance (#21571)
# Summary

This PR rebalances the spawn count and radius of overmap hazard
clusters, as well as adjusts some of their overmap movement behavior.

## Justification

Mining trips to exoplanets distant to the Horizon can force miners to
spend large portions of a given round just trying to navigate around
overmap hazards; in the worst cases, the sheer number of dead ends and
blind spots can result in their effective removal from the first 60-90
minutes of a round, and the worst delays can obviate the need for their
materials in the first place. While reducing these hazards would also
benefit the Horizon and offships, the primary motivation was to reduce
mining's "dead time" in any given round.

## Details

Most overmap hazard types have had their 'count' (the number of clusters
spawned) and radius reduced, to open up more navigable space on the
overmap. This has been compensated for by modifying movement
probabilities, speeds, and behaviors of overmap hazards.

The intervals between overmap hazards moving (their effective speeds)
has been made variable; different clusters of movable hazards will no
longer always proc movement at the same time.

Carp continue to have a random chance to move in a random direction
every interval. Space dust and meteors now also have a chance to spawn
in as movable hazards, but they will only ever move in one direction.
While more dangerous to passing shuttles and ships than carp, they are
also much more predictable.

The current numbers were based on observation of several randomly
generated maps during testing, but will likely need adjustment as it
faces actual miners and we accumulate their feedback. I erred on the
side of 'less difficult' to avoid overtuned rocks from smashing crew to
pieces every round.
2025-11-13 18:42:06 +00:00
Matt Atlas 1af71a7c45 Unfuck shields by not making them process a huge list constantly. (#21428)
Ship shields currently occupy something like 40% of every machinery
process ticks. Basically generators make a fuckhuge list of all
generated shields (1.5k in the Horizon's case) and then they iterate
over this list every tick strengthening the shields.

The idea in this PR is to shunt shield logic to an abstract datum.
Fields no longer store strength individually; they store damage taken.
They only process once they take damage, they reduce that damage by the
field gain tick value every tick, and then they stop processing when
they no longer need to. Shield strengthening is shunted off to a signal,
so we only need to traverse the big ass list once every round probably.

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Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-07 12:34:20 +00:00
VMSolidus 63fb270cfe Comet False Alarm Bugfix (#21387)
This fixes the bug whereby Comet Expulsions weren't being announced by
False Alarm events.
2025-09-28 12:09:22 +00:00
Batrachophreno 7196ebb10a Spacevines, Comet Expulsion event balances (#21256)
Slightly increases potency of Spacevines random seeds, and increases
range of areas which can spawn them.

Makes Comet Expulsion event populate a whole bunch of meteors on the
overmap, but most of them are just traveling in random directions. Makes
it less trivial for bridge crew to just scoot one tile to the left and
everything's fine. Tested it multiple times on local instance to find
numbers that tended to make the overmap dangerous, but not bullet-hell
levels. It should be okay for the Horizon to get hit once or thrice-
dodging them all ought to be a really nice trick. Also increased minimum
spawn distance from the edges of the overmap on round start to prevent
comet spawn from deciding 'hey fuck you' and nuking you with 4 meteors
to the face and 0 time to maneuver. That's too mean, even for me.

changes:
- balance: "Spacevines event has more area types to potentially spawn
in."
  - balance: "Spacevines event potency_min increased from 70 -> 85."
- balance: "Comet Expulsion event chances slightly increased with
greater weighting towards Bridge Crew availability."
- balance: "Comet Expulsion event now generates many overmap hazards,
mostly in random directions, to make evasion less trivial."
- balance: "Comet Expulsion event meteors now have a small chance to do
greater damage."
- balance: "Horizon and other overmap visitable sites minimum spawn
distance from overmap edge increased from 2 to 4."
  - qol: "Provided additional admin logging for Comet Expulsion event."
2025-09-15 12:12:08 +00:00
Fluffy cb7f798e09 Comet expulsion event (#20205)
Added a comet expulsion event, coming towards the main map, if not
dodged causes some meteors that then explode, the explosion power can be
reduced by shields.
Some DMDocs, code cleanups and other things noone else cares about.
2024-12-18 10:52:19 +00:00