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## About The Pull Request
Minor formatting for the wizard dice event file.
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## Why It's Good For The Game
Formating :)
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## Proof Of Testing
It words good.
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## Changelog
Not player facing.
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## About The Pull Request
unrigs the wizard die
## Why It's Good For The Game
it's kinda ass that it's super hard to roll the wizard die even if it
spawns near people now, and it has limited uses now, considering to
reduce the uses as a fallback so wizard isn't too common
## Proof Of Testing
it builds
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: wizard die isn't rigged
/🆑
## About The Pull Request
Reworks the Wizardly Die of Fate Rolling, Event, and Teleportation
The Wizardly Die of Fate...
... now only has 20 rolls. Once it is rolled the 20th time, it will
disappear even if a wizard wasn't selected. Only ghosts can see the
number of rolls left.
... now has a lifetime of 10 minutes. Once the 10 minutes is up, the
dice is gone forever.
... is heavily weighted to roll a 1. It can still roll a 20, but it is
significantly less likely to roll a 20 and more likely to roll a 1.
... now teleports to an area* occupied by a randomly selected active
crewmember.**
... now has a 100% chance to be announced, as opposed to the previous
80%.
... now has its destruction and/or disappearance announced, assuming it
was spawned via the event.
... makes you drop everything if you manage to get Wizard (before you
are teleported and made a wizard).
_* Area must be a safe station turf that isn't the current area where
the dice is located._
_** You're considered an active crewmember if you're not in dorms,
you're on station, you're connected, and you're not afk._
Additional minor changes
- Adds additional ghost notifications for when the dice is rolled (1 or
20 only), and when the dice is destroyed.
- Fixes some text I didn't like.
## Why It's Good For The Game
Giving it only 20 rolls fixes the problem that a wizard is pretty much
guaranteed for the round. Same with the 10 minute lifespan.
Making it heavily weighted towards 1 gives it more risk to roll it,
discouraging less than brave players (and also encouraging hilarity.)
Making it teleport to a random lucky crewmember (or rather the area
they're in) means that there is really no point in searching for the
dice as it is incredibly likely for someone else to see it and roll it.
It should stop the low rp unga behavior of bumrushing departments to try
and get wizard.
Announcing the destruction of the dice and it existing just feels like a
QoL.
## Proof Of Testing
The following has been tested:
Rolling it has worked. Smites on 1 and wizard on 20 still work and are
possible.
Destroying the wizard dice early (before the announcement) works as
intended.
Destroying the wizard dice after the announcement ends the event as
intended.
Letting the event end destroys the wizard dice and works as intended.
There are no references of the event or the dice in Garbage Collection
after any of these events ran in any variation.
## Changelog
🆑 BurgerBB
balance: Wizardly Die of Fate has only 20 rolls and 10 minutes before it
disappears. Rolling a 1 is significantly more likely, while the rest of
the numbers (including the nat 20) are less likely.
/🆑
Reverts Bubberstation/Bubberstation#4232
Forgive me for the bad template because one isn't provided.
## Why
I don't think I argued my point well enough because I never suspected
that this PR in question would actually be merged considering the mantra
of "improve, don't remove" that tends to get used around here. That's
legitimately my fault because I didn't want to engage in nitpick mode,
but now that it's merged and the game is worse for it, I now have to
write a novel and look like an ass.
### Part 1: The Die of Fate is not good. Adding it to maint loot is very
bad.
The die of fate can round remove and dust you, or add a permanent
movespeed debuff to you. The table it was added to (one of a kind) is
spawn thrown, meaning that as soon as the dice spawns it is thrown
without warning. If you're extremely unlucky, you can just get dusted.
If you're extremely lucky, you can get wizard, a permant buff that
halves incoming brute/burn damage, a random spellbook, or a copy of the
captain's spare).
Even as a shaft miner hater, I think it belongs in lavaland and
shouldn't be in maint loot. /tg/ does have a die of fate variant that is
in maint loot, but it's a stealthy one and there is no way to know if
it's real except by rolling it.
### Part 2: Wizard just doesn't roll anymore.
In order for wizard to spawn, 35 players need to ready up. On a good
day, at most we see is 25 unless it's an event round. On top of that it
has to roll the very low weight of 2, so it is incredibly unlikely to
get picked with a weight of 2, which ends up making wizard a 4% chance
to be picked. ``2 / (2 + 16 + 8 + 6 + 3 + 8 + 5) = 4%``.
### Part 3: In 60% of cases, people who have wizard enabled as an antag
should probably not be wizard.
The Wizardly Die of Fate was accidentally clever in its design where
people who would not normally enable wizard, or even antag for that
matter, would roll the dice. Even I tried rolling it a few times on days
when I had antag completely disabled because I thought it would be fun.
Talking to people who used the dice have the same experience of "I don't
have antag enabled, but lets go gambling and see what happens!"
Whenever I hear about a shit wizard round, it's played by John
McAntagMain who exchanged an antag token to get a wizard role or someone
who extremely painfully hunted for it and actually ICly harmed other
players just to get at it.
Allowing already established characters to role the dice means that they
are more likely to roleplay as their (usually) roleplay friendly
character instead of (most usually) a throwaway character.
### Part 4: Roundstart wizard is fucking ass.
Back in the day when /tg/ didn't have dynamic, killing the Wizard would
result in a round end, and if the round didn't end, the Wizard had
objectives to hijack the shuttle. Keep in mind that wizards were always
valid, and 9 times out of 10 the crew would go apeshit trying to kill
it.
Compare that to bubberstation, where it is an arp server that has 2.5
hour rounds where it usually takes 30-45 minutes for anyone to
mechanically do anything (research, cargo funds, mining, etc) and maybe
about 20% of the crew are interested in validhunting and the other 80%
are smart enough not to engage the wizard or are picky enough to pretend
it doesn't exist and just do their own thing (there is your 20%/80
statistic). If an early shuttle call is made, admins/players are usually
quick to recall it and send in an ERT instead and prolong everyone's
suffering.
### Part 5: There are better solutions.
The PR that made it an event brought up extremely valid criticisms,
however I strongly believe we can solve these problems by reworking how
the dice works entirely.
If players are hunting for the dice, rework how the dice works and force
it to spawn in areas already populated by players so there is no point
in trying to look for it.
If the event is too frequent, reduce the frequency of the event or even
give the dice a limited amount of roles before it's gone forever.
If there isn't enough risk in rolling the dice, make it so that the dice
is "unfairly" weighted so that you are half as likely to roll a 20 than
other numbers.
## About The Pull Request
Comments out the Die of Fate event and replaces it with a round-start
wizard antagonist that happens ***VERY*** rarely. Said role has a weight
of 2 and requires a minimum of 35 players to be readied up for it to
even roll. The die of fate that spawns in trash piles has also been
replaced with the Lavaland variant.
_The die of fate event is still spawnable by admins._
## Why It's Good For The Game
This is going to be a controversial one, so let me run you guys through
my thought process. Currently, as it stands, the wizard die event causes
players to turn into mindless dice-hunting zombies that will employ
various LRP tactics to get the die, ranging from rushing to cargo to get
a Ouija board to simply tiding into places where they see the die. This
event also runs quite frequently, leading to frustration among players
in the departments that get tided into. Burger's original reason for
adding the die of fate event was to "add wizard naturally into the game
without a ghost role for players to idle for". This will prevent players
from idling for it as it happens at round-start. This is the fairest
compromise I could come up with for players to be able to roll wizard
without the tiding and general tomfoolery that happens because of the
dice.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="668" height="196" alt="image"
src="https://github.com/user-attachments/assets/46dec2f9-a4ea-4d8e-9f85-e9e90e432ac0"
/>
</details>
## Changelog
🆑
add: added a round-start wizard event
del: removed the wizard die mid-round event
balance: replaced the maintenance loot wizard die with the proper die of
fate
/🆑
## About The Pull Request
Significantly Boosts the chances of the Wizardly Die of Fate event
triggering.
The event now has a 20% chance not to announce the existence of a
Wizardly Die of Fate
The event is now as common as the shuttle getting replaces by a
disaster.
## Why It's Good For The Game
I've been getting complaints that this event is still extremely rare.
This PR should fix that.
People want more wizard rounds. This should grant more wizard rounds.
The announcement chance tweak should also be more interesting.
## Proof Of Testing
Untested.
## Changelog
🆑 BurgerBB
balance: Significantly Boosts the chances of the Wizardly Die of Fate
event triggering. The event now has a 20% chance not to announce the
existence of a Wizardly Die of Fate
/🆑
## About The Pull Request
Increases the chances of the Wizard Die of Fate running from a weight of
1 to a weight of 3.
For reference, Blob has a weight of 10.
## Why It's Good For The Game
I've personally never seen this event actually trigger because it's so
rare.
## Proof Of Testing
Untested :)
## Changelog
🆑 BurgerBB
balance: Increases the chances of the Wizard Die of Fate event running.
/🆑
---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Adds the Wizard Die of Fate. Roll a 20, and become a wizard. Roll a 1,
and fucking die (not dust).
If someone becomes a wizard, the die is deleted, if not, it will
teleport to a random area on the station. The dice has 20 uses, and will
delete itself if it has no more uses left.
The dice is obtained by the event that goes with it. The event will
inform crew that a magical dice has spawned somewhere on station and you
should touch it. There is no indication of where it spawns.
## Why It's Good For The Game
This is a way to add wizard naturally in the game without adding another
disgusting ghost role for antag fishers to idle for. Wizard is currently
pretty balanced. If not I can easily just salt PR away anyone who abuses
spells for anything I missed.
## Proof Of Testing

## Changelog
🆑 BurgerBB
add: Adds the Wizard Die of Fate, plus the random event that spawns it.
Roll a 20, and become a wizard. Roll a 1, and fucking die.
/🆑