Commit Graph

9 Commits

Author SHA1 Message Date
Seth Scherer
caef4900b5 Removes the Families gamemode (#68480) 2022-07-17 17:47:02 -07:00
Jeremiah
a2fa7799f3 Removes swarmers from the game (#63989)
What the title says. But why?
I generally have a rule when making a contribution, that is "don't make the game less fun"
I'm not salting, I didn't die to a swarmer.
... Yet that's the problem. Swarmers are the griefiest antag in the game, but when you complain that they're annoying or unfun, you're doomed to hear "lol they can't even hurt you though."

WELL THAT ACTUALLY MAKES THEM WORSE. I would rather die to a hundred xenos and space dragons than be forced to untie myself in maintenance for 45 seconds while the shuttle leaves.
Why It's Good For The Game

Unfun game modes should be removed from the game.

    Being griefed by swarmers is annoying
    Playing as a swarmer is not very exciting either. Click on iron.

lastly, because oranges authorized it
Changelog

cl
del: Removes swarmers! The griefiest, lowest fun value antagonist is removed from the game.
/cl
2022-01-13 13:10:18 +13:00
Watermelon914
629c06dee7 Adds blob as a midround antag like midround traitors, where it does not require a ghost role (#59574)
Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-07-02 16:23:17 -07:00
Mothblocks
7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
Mothblocks
de442458ba Dynamic 2021 (#56221)
About The Pull Request

Dynamic 2021, among much other things, splits the threat level into two separate budgets, one for round start and one for midround/latejoin. You can read the design doc, plus methodology and charts here: https://hackmd.io/@tgstation/S1C4dYJkO.

To server owners: this is incompatible with current dynamic.json configurations. This is not just because some fields have different values now, but because the older values are not balanced towards this system.

Inidividual list of changes (as I remember them):

    Threat level is now split into two separate budgets, one for round start and one for midround/latejoin.
    In TESTING, you can now run dynamic simulations to see the roundstart picks.
    antag_cap is now based on an equation rather than a fixed list of antags per indice--the old system is not scalable. You can now pass it either a number for a fixed constant, or a list with "denominator" and an optional "offset" to fit the equation ceil(x / denominator) + offset, with x being population.
    Midround/latejoin timers are now vars on /datum/game_mode/dynamic itself, and thus can be configured by head admins per server.
    Removes some older, as far as I can tell completely unused admin tools relating to dynamic.
    autotraitor_cooldown is now properly respected from config, and is based on an exact time rather than on ticks (450 used to be 15 minutes, now it's just 15 MINUTES).
    The rulesets dynamic chooses are now in a dynamic.json file in round logs. Relies on tgstation/tgstation13.org#64 to be public.
    Adds more logging to the autotraitor ruleset for admins.
    Midround/latejoin chance modifiers are now configurable.

Labelled "Do Not Merge", as the design doc outlines the specific playtesting schedule I would like to perform.

    Note to self: Remove the custom MOTD before merge.

Why It's Good For The Game

(Copied from design doc)

Dynamic currently dumps as much threat as it can into round start threats. This means that rounds at ~50 threat can have an absurd amount of antagonists round start, while leaving very little threat for midround/latejoin antagonists. What inevitably happens is just one of those picked decides to murderbone, leading to the inevitable 20 minute shuttle call. Furthermore, once those antagonists are dead, Dynamic doesn’t have any threat left to spend on new antagonists that keep the round flowing, promoting the mentality of “antags dead, I’m bored, let’s leave”.

The proposed solution of Dynamic 2021 is to split threat level into two separate budgets, one for round start and one for midround/latejoin. This split, like threat level, will also be done on a lorentz curve–meaning that while most rounds will have them evenly split, there is still the possibility of chaotic high antagonist round start rounds, or the possibility of a midround onslaught.
2021-02-04 10:06:11 +01:00
TheChosenEvilOne
702dcdd3ba Dynamic hotfix (#51502)
* Dynamic hotfix

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>

* this was a dumb error

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
2020-06-07 22:00:13 +02:00
RaveRadbury
8f62dfcb44 Adds prisoner to protected roles for Dynamic 2020-03-09 23:29:10 -07:00
skoglol
2a4957420a Dynamic ruleset threat scaling and various fixes (#47100)
* baby steps.

* baby steps

* Nothing works yet.

* getting closer

* Base modes work

* Squashed some bugs, fixed config.

* small cleanup.

* dynamic.json, spaces to tabs

* Disabled events on dynamic.

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>

* Third and second ruleset probability.

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>

* Highlander ruleset stacking works correctly now.

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>

* Fixed a comment.

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>

* Allow changing variables in game mode with config.

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>

* Continue after invalid variable.

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>

* Changed how revolution ruleset ends the round.

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>

* fixed rule probs, stacking/ready bug, logging.

* More logging.

* Moved persistent check.

* Revs dont end on rev loss.

* Brothers count correctly no.

* Revs no longer makes borgs, deads or off-z players revheads.

* No headrev replacements.

* revs now refund on fail, reviews

* comment

* no game option changes.
2019-10-22 18:16:30 +02:00
TheChosenEvilOne
ab78f63ddf Dynamic configuration file.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
2019-08-25 19:22:18 +03:00