mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-25 16:53:28 +00:00
Some functional updates to events: **Comms Blackouts:** Now has a variant (min. 6 pop, engineering-weighted) which gives each machine a 10% chance to take a little integrity damage. Additionally, Telecomms Processors now factor their integrity damage into their ability to decompress messages, so this alternative comms blackout might cause radio transmissions (either global or for a given department) to start getting a little garbled- not enough to genuinely impede comms, but enough to justify Engi to fix them up. **Prison Break:** Given how rarely we actually have people sitting around in the prison waiting for breakouts over the course of a given round, this event has been changed to be more akin to the existing Containment events- the entire department (minus armory, nuke storage, checkpoints, etc.) are at risk of lights blown, access issues, etc. Just a little more variety added to the mix. **Space Vines:** Minimum 4 pop to fire. Shouldn't matter much in the grand scheme of things, just reduces annoyance factor for extremely low-pop if they roll some vines that fuck them up. Will look into refactoring that event so that the danger factor of the vines increases with population, and remove the min pop requirement again. **Drone Revolution:** Minimum 4 pop to fire. Again, shouldn't matter much in the grand scheme of things but this highest tier event will seriously fuck up anyone who latejoins and uses the maints to, say, help set the ship up during low pop! No I'm not salty! **Electrical Storm:** Refactored this and restored the Mundane and Major variants. While we want this event to keep Engineers on their toes and provide openings for people to break regs if they so wished, most of the event is theater (lots of flickering lights now!) While the Mundane and Moderate variants are mostly flavorful and will just give Engineers a few excuses to visit different departments and RP with people, Major events will be your 'all hands on deck' affairs (as Major events are ought) and in very rare circumstances could even cascade into more serious issues. Did a ton of unit testing on this and feel very good about how each variant actually looks, will make any additional tweaks if needed once we see how it plays with an actual population! The Event Probabilities sheet was also very out of date, missing Comet Expulsion, had the old Viral Outbreak, lots of old values, etc. Updated all the events, and also updated the % formulas to factor in minimum population- changing the 'Assumed Personnel' values at the top to a level below the minimum population for a given event will now correctly set its probability to 0%, making it clearer what actual odds are given different pop levels. I also don't think pop_needed was working correctly: various changes in there to get it behaving. Obv this PR grew in scope from outset and touches a small handful of different things, so lmk anything to mix and match and change and drop. !review