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## About The Pull Request Currently, due to the amount of stamina damage that entering a tile deal, as well as the amount of stamina damage and the frequency of the stamina damage inflicted by the swimming status effect, wading into deep water may be tantamount to suicide without stimulants. To avoid this problem, we've made some adjustments to how and when we inflict our swimmer with stamina damage. Firstly, we've reduced the values for stamina loss and oxygen loss by a fairly decent margin. Secondly, we only inflict stamina damage on wading into deep water 30% of the time. When this happens, we award experience and give our swimmer the exercised buff. Thirdly, for a bit of realism, our combined weight class of equipped items and combined equipped item slowdowns contribute to our stamina penalty from wading through water. Smaller objects do not affect this, but things like jumpsuits and backpacks do. Shorts do not contribute to this weight specifically. You're definitely going to sink if you are wearing the RD's MODsuit. (though the RD has the strength to move in that thing anyway) Fourthly, we increased the tick interval for the swimming status effect from every second to every five seconds. This better represents long term swimming exhaustion. However, we don't award athletics skill points for this. You have to actually move to get skill improvements. Breath loss from drowning also has been put behind a probability, because losing breathes is actually pretty severe and we don't want this increment infinitely quickly. As an added bonus, we now include athletics boosters to swimming. Finally, we fixed a runtime in the exercised status effect when assigned to a mob without a mind. ## Why It's Good For The Game One time I found an assistant that had drowned in the 1x3 deep water on Metastation because he didn't know stepping into deep water was basically asking to die a horrible death. Rather nasty. Also that other swimming PR reminded me that this needs fixing. It is hilariously lethal. I just want to go for a swim at the beach! ## Changelog 🆑 balance: Swimming is no longer so hyper lethal, and also benefits from athletics boosters. balance: By default, swimming through deep water does a somewhat low but mounting quantity of stamina damage. Reduced by athletics skill and athletics boosters. balance: Your total carried equipment weight (and their slowdowns, if any) contribute to your stamina loss while swimming. If you fell into deep water, best start stripping items. balance: Floating is slightly less lethal, especially if you are starting to drown. fix: Fixes a runtime caused by the exercised status effect. /🆑