* Starting a replacement of how threat works.
* no, we do it this way
* Added threat levels to jobs
* Added threat to... a lot.
* Updated for traitor classes.
* Fixed errors, except for one.
It's consistently giving me "maximum number of internal arrays exceeded (65535)". I have no idea what could be causing this.
* Added type annotation to GetJob.
* This one I should change though
* wow how'd that happen
* spammable means low threat
* Made story threat have initial threat level on average
* Made somet rulesets force if they won the vote
* )
* Gave EVERY job threat, added a config for it.
* Rebalanced some numbers
* Update code/game/gamemodes/dynamic/dynamic_storytellers.dm
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* Removes mush threat
* Makes devil threat scale with form
* reviewing reviewer's review of reviewer
* Gutlunches can be friendly spawned, so no
* Also made forced-friendly mobs not count
* null checks better
* Made antag threats in config, too
* various fixes
* Another couple dynamic fixes
* Made an admin message chunk all one line.
* Make roundstarts ignore current threat
It's not even calculated yet, so this is probably better.
* Minimum pop for chaotic/teamwork.
* More conveyance issues, removed superfluous threat costs
* More conveyance and tweaks
* Makes storyteller min players use all players instead of ready
* Lowered chaos weight with chaotic
* Blob now has correct cost
* Makes phylactery count for threat
* Makes random storyteller have random threat level
* Made starting rulesets scale up with threat LEVEL
* Made "minor rulesets" never have lower weight
* Makes chaotic not forced.
* Made story about 25% less chaotic
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
1. Made bloodsuckers more likely on calm, story, slightly more common on intrigue
2. Made intrigue no longer have low threat by default
3. Made abductors have lower weights in general, making them less likely to show up
4. Made sentient disease, revenant less likely on calm
5. Added a new storyteller, "Conversion", which rolls conversion antags.
Malf AI is no longer available as a roundstart ruleset because antag assignment happens before job assignment. On secret, this is not a problem, but on dynamic, there is no way to make malfunctioning AI limited to certain threat levels except by making it a delayed ruleset. Unfortunately, with the upstream changes, delayed rulesets were removed--all roundstart rulesets are delayed, and if it were to roll malf AI, it would simply error, make a runtime stack trace and, in general, shit the bed. There would be no roundstart antag that round, which is *kind of* a problem I'm desperate to fix. So, no more roundstart malf--it's either that or some rounds having no roundstart antags at all.