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## About The Pull Request Significantly buffed the anomalock modules. Anomalock modules can be used with eachother. Antigravity module costs 2 complexity. Teleporter module is thrice as fast at teleporting with a slightly reduced cooldown, but has a much larger power cost. Changed how teleporter tracks maximum range to be less painful to the end user. Kinesis module's default range has been extended to 8. Kinesis module can drag around people in critical condition or worse. ## Why It's Good For The Game These modules have historically been, well, kind of a complete joke. They seem to have been crippled out of fear of them being overpowering with the end result of being unusable. Anomaly items are allowed and meant to be fun, strong, and wild, so I really don't see why these need to be so weak. The amount of times I'd rather make a teleporter that takes 3 seconds to get you anywhere instead of an instant portal gun or a bag of holding is roughly zero. People hate modsuits, and in part that hate is because of modules which do very, very little due to severe undertuning. Let's fix that with the anomaly ones here. > Anomalock modules can be used with eachother. Let people get a buncha anomaly modulse together if they want to. An antigravity user with teleporting and kinesis could be something to fear, but not so much as to strike it from existence altogether without even letting people mess around with it first. > Antigravity module costs 2 complexity. Antigravity module is glorified wittel -> gravitum, but it takes a core and 3 complexity. At least let it be somewhat cheap. > Teleporter module is thrice as fast at teleporting with a slightly reduced cooldown, but has a much larger power cost. Teleporter module is a big damn joke ATM, as stated above being effectively overshadowed in every way by the portal gun. This now gives it a fun niche instead, of being able to teleport around everywhere at the cost of a massive power draw. > Changed how teleporter tracks maximum range to be less painful to the end user. view() was working weirdly when I was using it. It was failing to register tiles somewhat near the end of the screen, so I just ditched it for a get_dist check that I threw 9 in as a somewhat arbitrary value for. > Kinesis module's default range has been extended to 8. There's this bug on live where when you kinesis someone it flies all the way to the SW corner of the screen for seemingly no reason. I don't know why it happens but it drives me mad. Even without that bug, 5 tiles is extremely frustrating to handle - it's super, super annoying to find a middleground between 'not slapping you in the face', 'not losing your grip'. 8 tiles is a lot more forgiving and makes the module actually fun to use. > Kinesis module can drag around people in critical condition or worse. This one might be a bit nuts, but I really want to see this ingame, it's kind of the best part of the module yet is unobtainable. Maybe some stuff would need to be tuned for it, like making human throws flimsy. ## Changelog 🆑 balance: Significantly buffed the anomalock modules. balance: Anomalock modules can be used with eachother. balance: Antigravity module costs 2 complexity. balance: Teleporter module is thrice as fast at teleporting with a slightly reduced cooldown, but has a much larger power cost. code: Changed how teleporter tracks maximum range to be less painful to the end user. refactor: Refactored LoS checks to be a proc on atom, los_check balance: Kinesis module's default range has been extended to 8. balance: Kinesis module can drag around people in critical condition or worse. /🆑