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## About The Pull Request Fixes #69201 The dynamic subsystem will never roll a new antagonist once the shuttle is past the point of no return, but this check is bypassed by Console Hacks and Unfavourable Event rolls (which are chiefly triggered from console hacks, but also from when the Revolution wins). I have made these procs more discerning. Unfavourable Events will now never pick any heavy dynamic midround if the shuttle is past the point of no return. Console Hacking will now never spawn sleeper agents if the shuttle is past the point of no return, and won't spawn Fugitives or Pirates if the shuttle is called at all even if it can still be recalled It's my feeling that given the need to get organised and move a ship to the station there isn't really time for either of those events to actually start properly rolling, but if you feel like that information might be metagamed in some way by messing around with the shuttle (not sure why or to what end, but it's technically manipulatable if you know how the code works?) I can just give these the same restriction as Traitor even if it means the bounty hunters risk showing up after the shuttle has already left. ## Why It's Good For The Game To some extent it's your own fault for clicking the popup while knowing full well how much round time is left until the game ends, but it's still disappointing to see a Blob or Pirates or Wizard alert appear at a time when they can't possibly do anything interesting. This is more true for the Pirate and Fugitive events because they involve teamwork, placing a space ship, travel between the ship and the station, and in the case of Fugitives its own internal five minute timer before the other team actually arrives. ## Changelog 🆑 fix: Hacking the Comms Console or winning a Revolution can no longer spawn antagonists if there's not enough time left in the round for them to antagonise anyone. /🆑