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Bubberstation/code/modules
XDTM 7de5bde68e [Seriously, it's ready]Virology Rework: The Thresholdening (#28556)
🆑 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.
2017-07-14 09:42:56 +12:00
..
2017-07-11 01:25:09 -07:00
2017-07-11 22:08:57 -04:00