Files
Bubberstation/code/datums/mutations/_mutations.dm
necromanceranne d556e92d52 Special version of hulk (wizard, warlord superhuman powers) no longer suffer recoil damage from breaking walls. Recoil actually uses wound rolls and not forced wounds (#92992)
## About The Pull Request

### Special versions are no longer vulnerable to recoil

There are two versions of hulk that are not available under normal
circumstances. The version given by wizard's Transformation, and the
version that Warlord pirates spawn with. These versions no longer break
their arms when destroying walls.

Normal versions, like the genetic hulks and the orc variant, still
suffer this effect.

### oof ow my bones

Hulk recoil damage now utilizes RNG wound determination. This allows for
the wound to escalate normally if the wound meets the threshold. The
damage passed means that there is a roughly 50/50 chance to cause a
dislocation, a very slim chance to roll a fracture, and this probability
will grow worse once the arm is wounded and threshold penalties start to
take effect.

This also means that the mutation respects wound resistance and wound
vulnerability, where as the previous behavior did not.

### Cleans up some mutation code a smidge

There is clearly some leftovers from prior refactors still littered
through mutation code, so I did some maintenance while I was here.

## Why It's Good For The Game

https://github.com/tgstation/tgstation/pull/51389 introduced this
weakness to dissuade hulks from flattening walls all the way to the
armory (for the fuckbillionth time). However, it applies to all versions
of hulk, including instances where it is an antagonist's ability or
power. Rather than have antagonists suffer from balance considerations
largely aimed at crew/tiders, we make them exempt so that they can SMASH
to their heart's content.

Hulk wound determination was kind of weird. For one, it relied heavily
on the arm health consistently being 50. When it wasn't, you started
getting into less reliable behaviour. In addition, it does not at all
respect any kind of vulnerability or resistance to wounding.

It is possible that utilizing this system was so that the wounding
effects would be staggered out rather than sporadic, and so slightly
fairer on the user by being more reliable. However, I think letting it
operate similarly to how our natural wound determination effects work
provides some more interesting outcomes for those who might want to use
the mutation in an earnest fashion, and still otherwise limits those
people who are just looking to low effort grief.

I think in retrospect this might have been a pretty heavy-handed nerf,
but I'm not wholly reversing it, I'm just making it...different.
Outcomes should be largely the same.
2025-09-22 19:54:07 -05:00

9.2 KiB