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3 Commits
Author SHA1 Message Date
abea882914 Bloodsucker power refactor (#1458)
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## About The Pull Request
Refactors bloodsuckers powers heavily and changes around a lot of few
powers work and even removes a lot of copypasta from tremere powers.
fixes #1384
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## Why It's Good For The Game
Currently Tremere is pretty meh compared to other bloodsuckers, and
bloodsucker powers use a lot of code that actions now implement
themselves.
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## Proof Of Testing
I basically test almost every change, as part of how I work, obviously
not completely thoroughly thus testmerges,.
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## Changelog

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🆑
refactor: Heavily refactors how bloodsucker powers function.
refactor: Tremere powers no longer have subtypes for each level.
add: Completely redoes how bloodsucker ability descriptions, both the
longer antag panel and the action button hover over, they will actually
tell you actual values that the game itself uses for damage, cooldowns,
and effect durations
balance: Tremere powers can now level up as far as you want.
balance: Mesmerize is heavily reworked, now it no longer forces both
parties to stand still for it to work, but it is obvious to the victim
when used, however the victim is muted for the duration of the spool up,
and will stun and mute normally if the do_after completes.
add: Mesmerize now has a secondary that allows you to mute and confuse
your victim that happens on a right-click,
dominate, the tremere's version instead knockdowns.
add: Tremere's dominate now has a visual timer for temporary vassals,
visible only to the master's vassals and the master themselves.
balance: Tremere's dominate now only requires level 2 to create
temporary vassals, but the duration now scales with the level. It now
requires the potential vassal to have more than 336 blood, and will use
it all up once the duration ends, effectively making it only usable once
per person.
balance: All tremere powers can now level up past level 4
balance: Thaumaturgy is heavily reworked, it now has a charge system,
and while the projectile deal less damage, you can shoot a lot more of
them, and the projectiles will seek towards any non-vassal mob near
where you cast it.
refactor: Separates bloodsucker ability bitfields and action bitfields
to avoid overriding eachother
balance: Bloodsuckers going into torpor outside of coffins will always
die, but will wake out of torpor at 20% maxhealth(not counting critical
health)
balance: A coffin being opened during sol will wake you up, given you
are LITERALL BURNING UN-ALIVE.

/🆑

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---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2024-09-20 20:00:32 +00:00
0111eca2a9 Limits movement speed to about x2 the base movespeed (#1828)
## About The Pull Request

As a living creature, it is no longer possible to go 2 times faster than
base movement speed. Base movement speed is the default running speed of
mobs, without any buffs.


## Technical Information

Note that a slowdown value of 1 means that every 0.1 seconds, you can
move a tile. A slowdown value of 0.75 means that every 0.075 seconds,
you can move.

Thus, the lower the slowdown value is, the faster you are. Someone with
a slowdown value of 0.5 is twice as fast as someone with a slowdown
value of 1.

The game's default slowdown value for humans is 1.5. This means that
every 0.15 seconds, you can move a tile.

This PR makes it so the capped slowdown value is 0.7. I came up with
this number because changeling adrenaline removes 0.8 from your slowdown
value (1.5 - 0.8 = 0.7), and it's the strongest source of increasing
movement speed in the game.

Some thing can "ignore" this cap, such as bluespace tiles and other
sources of movement manipulation. I tested everything obvious (camera
movement, xenomorphs, humans, monkeys, etc) but there might be some
things that missed testing that are affected by this.

## Why It's Good For The Game

Having an insane amount of speed is generally not fun for several
reasons.
- Melee as a system is underdeveloped and falls apart during fights
where an opponent runs at mach 10.
- Projectiles are balanced around not being hitscan or instant, and are
slow as to balance out ranged. However, it is generally not reasonable
to move faster than a bullet.
- A good majority of people are connected from North America (sever is
hosted in Germany), where they'd usually get 80-100 ping on a relay
server. While this seems small, 100ms delay is quite a bit.

A legitimate question is why not just apply this to humans. I think
applying this to just humans kind of defeats the purpose of the PR, and
that generally high movement speed in general is not good for the game.

## Proof Of Testing

It just werks.

## Changelog

🆑 BurgerBB
balance: As a living creature, it is no longer possible to go 2 times
faster than base movement speed. Base movement speed is the default
running speed of mobs, without any buffs.
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-08-24 12:12:22 +00:00
35aa9bfd8c [TESTMERGE] Bloodsuckers, version 3 (#863)
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## About The Pull Request

This PR adds Fulpstations bloodsuckers into the game, this is based on
https://github.com/Bubberstation/Bubberstation/pull/386 which also has
good info on the abilities that it can do, although fulp also has their
own wiki page on it, https://wiki.fulp.gg/en/Bloodsucker.
This was built upon from the last PR and with the major known issues
fixed.
Balance changes:

- Bloodsucker snow need 0.4 of your max blood level for each level up
-  Bloodsuckers can no longer stockpile more than two level ups.
- Draining mindless humans gives the same draining inefficiency as
draining monkeys does, which gets twice as bad if you are above level 4.
- If you are at level 4, you inherit the snobbish blood drinking quality
just like venture always have, with the exception of the nosferatu. This
means you'll refuse to drink bad blood, to encourage conflict if you
desire even more power.
- Frenzy no longer kills you as quickly, tested it and it was incredibly
fast.
- Night timer for vampires is now 20 minutes.
- All vampire type species and bloodsuckers get hurt more by silver

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merging your PR! -->

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## Why It's Good For The Game
New antags add variety and fun. Probably
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
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## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Add bloodsuckers, a new reason to fear maintenance and the dark.
Don't go out there alone, or you might wake up pale and fainting.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

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---------

Co-authored-by: destrucktoid <39823128+destrucktoid@users.noreply.github.com>
Co-authored-by: Ldip999 <60290575+Ldip999@users.noreply.github.com>
Co-authored-by: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
2024-01-17 12:08:28 -07:00