This reduces confusion arising from the fact byond already has a built
in byond proc also named Bump.
We used an argument called yes to distinguish our Bump from byond's
builtin bump, but then we failed to make sure everyone of our bumps
properly override it, so a bunch of things have been double bumping
This resolves that issue permanently
I've also removed the second argument as it no longer has a purpose
I also cleaned up the recycler bump as it didn't do anything the
parent procs didn't already do
🆑 XDTM
experiment: Viruses and symptoms have been havily reworked.
add: Symptoms now have statistic thresholds, that give them new properties or improve their existing ones if the overall virus statistic is above the threshold. Check the pull request in github or the wiki (soon) for the full list.
del: Some symptoms no longer scale linearly with stats, and instead have thresholds.
tweak: The symptom limit is now 6.
del: Viruses can no longer be made invisible to the Pandemic
tweak: Symptoms no longer trigger with a 5% chance every second, but instead have a minimum and maximum number of seconds between each activation, making them more consistent.
del: The symptoms Blood Vomit and Projectile Vomit have been removed, and are now bonuses for the base Vomit symptom.
del: The Weakness symptom has been removed as it was completely useless.
tweak: The Sensory Destruction symptom has been reworked into Narcolepsy, which causes drowsiness and sleep.
tweak: Viral Aggressive Metabolism now has a timer before it starts decaying the virus. It scales with the highest between Resistance or Stage Speed.
add: You can now neuter symptoms, making them inactive. They will still affect stats. Adding formaldehyde to a virus will neuter a random symptom. A bottle of formaldehyde starts in the virus fridge.
/🆑
Full list of threshold bonuses:
Facial Hypertrichosis - None
Choking
Stage Speed 8 : Acts more often
Stealth 4: Suppresses early warnings
Acute respiratory distress syndrome
Stage Speed 8: Adds paralyzing chems (removed from base version)
Infect 8: Stronger damage
Confusion
Stealth 4: Suppresses early warnings
Resistance 6: Also deals some brain damage, not above 80
Infect 6: Stronger confusion
Cough
If AIRBORNE: Coughing causes a spread at range 1
Resistance 3: Coughing drops small items (removed from base)
Resistance 10: Can cause coughing fits that stun briefly
Speed 6: Increases cough frequency
Deafness
Stealth 4: Suppresses early warnings
Resist 9: Deafness is permanent instead of temporary
Dizziness
Stealth 4: Suppresses early warnings
Infect 6: Also adds the druggy effect
Fever
Resist 5: Heats more, can go above the damage threshold
Resist 10: Heats even more per activation
Shiver
Speed 5: Cools more, can go below the damage threshold
Speed 10: Cools even more
Spontaneous Combustion
Stealth 4: Suppresses early warnings
Speed 5: Increases fire stacks and damage
Speed 10: Increases fire_stacks and damage even more
Infect 8: Spreads the virus when igniting
Alkali Perspiration
Resist 9: Increases time between ignitions but increases power as well
Speed 8: Doubles the explosion range when wet
Infect 8: Also adds napalm and clf3 (removed from base version)
Necrotizing Fasciitis
Resist 7: Causes extra bleeding
Infect 8: Deals additional stamina damage
Autophagocytosis Necrosis
Stealth 5: Suppresses early warnings
Speed 7: Adds Heparin and Lipolicide (removed from base version)
[PROPOSED REQUESTING APPROVAL] Infect 13: Adds romerol, turning the victim into a zombie on death.
DNA Saboteur
Stealth 5: DNA won't reset after curing
Speed 10: Increases mutation frequency
Resist 8: Mutate twice instead of once
Hallucigen
Stealth 4: Suppresses early warnings, and gives off the messages of positive symptoms instead
Speed 7: Stronger hallucinations
Headache
Stealth 4: Reduces early message frequency
Speed 6: Deals some stamina damage when headaching
Speed 9: Reduces frequency, headaches are strong enough to stun
Healing Symptoms
Stealth 4: Hides the overlay when healing
Speed 7: Increases healing rate
Speed 15: Further increases healing rate
Itching
Infect 6: Increases frequency
Speed 7: Itching causes scratching, dealing minor brute damage (0.5)
Narcolepsy
Infect 7: Deals stamina damage when it triggers
Resistance 10: Triggers more often
Self-Respiration
Resist 8: Regenerates blood
Sensory Restoration
Resist 6: Also heals brain damage (removed from base)
Infect 8: Also purges alcohol (removed from base)
Sneezing
Infect 9: Increases spread range
Stealth 4: Suppresses early warnings
Hyphema
Stealth 4: Suppresses early warnings
[REQUESTING APPROVAL] Resist 13: Eyes fall off instead of just being blinded
Voice Change
Stealth 3: Suppresses early warnings
Speed 7: Changes voice fater
[REQUESTING APPROVAL] Infect 14: Changes the infectee's language along with the voice
Vomit
Stealth 4: Suppresses early warnings
Resist 7: Blood Vomit
Infect 7: Projectile Vomit
Unlisted symptoms do not have threshold bonuses!
All balance is not final, i'll tweak the numbers as necessary.
Why
Threshold bonuses: The reasoning behind these is that they feel more rewarding and impactful than simple number scaling, and gives the option to dedicate symptom space to more symptoms or to upgrade a few central ones instead.
Symptom activation change: the intention behind this is RNG consistency and ease of balance. Currently all symptoms have a 5% chance of activate with few exceptions, making it complicated to tweak.
Neutering: Upgrading positive symptoms by putting a ton of negative ones doesn't work well, in my opinion, especially when they'll trigger their own thresholds making the virus somewhat dangerous instead. Neutering allows players to sidestep that, but i recognize that it swings a bit too far on the other side of the risk/reward balance. I plan on finding a better system to manage virus statistics in the future.
* Adds locations to speech and related communications
Refactors how logging is handled for these.
* changes
* ahhhhh
* preemptive merge conflict undoing maybe?
* Let's not delay this further
* Adds Necropolis curses for cursed items in Necropolis ruins
* Adds sounds credit @FuryMcFlurry
* stat tweak
* these are painful enough
* a bit stronger
* i kind of wish there was a version of get_ranged_target_turf() that worked off of angle.... but there isn't
* smart coder 2000
* bossed around
* Checks for temporary martial arts on mind transfer
* Makes transferring its own proc
* Makes sure martial arts are qdeleted on removal
* Improves teaching and removing
* Ruin placement will try very hard to place all 0-cost ruins before placing any ruins with actual costs
* comment
* account for ruin variants properly please
* cost has a cost of 5
* tweak
* First test change, only damage
* take out unused var
* null check
* First test change, only damage
* take out unused var
* null check
* Fixes some wizard stuns (#28693)
* First test change, only damage
* take out unused var
* null check
* review changes
* Hate git
Fixes devils not losing souls upon resurrection,.
Fixes spells appearing deactivated upon resurrection.
Fixes unascendable devils being able to get ascension grade spells.
- Fixed Traitor/Malf AIs resetting their antagonist status and points
upon transfering to a shell and back.
- Fixes connected borgs being shown their laws when the AI returns to
its shell.
* Adds the Cleaving Saw as what will be a reward for killing a miniboss
* slashslice
* wowduh
* some tweaks
* bleed!
* a little slower
* Smaller cleave, higher damage
* more info
* saw icon
* It's finally dooooone!
* done
* Status effects start processing immediately instead of on the next timer subsystem tick
* let's fix this while we're at it
* hup
* not technically efficient but better than not updating when needed