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Standardizes antag hours #12090

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Tsar-Salat
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About The Pull Request

This standardizes antagonist requirement hours according to the existing hours.

I set it up for 4 numbers:

1 hour(s) playtime: I am evader-proofing a role. This isn't effective, but it should lower the chance a brand new player or evader gets it just by having default antagonists enabled. Roles I haven't explicitly set to 0 will get this.

2 hours playtime: Minor game knowledge needed, some comfortability with the rules. Spider is a good introduction to new players.

4 hours playtime: Standardized a bunch of roles to where cultist, bloodbrother and changeling are. Comfortable with the controls and they've played anywhere from 2 to 5 rounds.

8 hours playtime: Nukeops and Wizard default. Unchanged.

Why It's Good For The Game

Some minor standardization that should make midrounds play slightly nicer.
While there is some consideration for evaders in this PR, I mostly had new players in mind. Playing antagonist can be quite daunting, and sometimes dynamic will ignore preferences and assign it anyway.

This should provide a minor buffer, roughly congruent with the hours already in place.

Testing Photographs and Procedure

Screenshots&Videos

image

Changelog

🆑
admin: standardized midround and dynamic antagonist hour requirements to have less holes.
/:cl:

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@Rukofamicom Rukofamicom left a comment

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I think two hours should be the default instead of one, but this is still nice as-is and looks fine.

@Tsar-Salat
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The default is just to cover our ass, preferably we want all of the antag children to have their own redefines.

@PowerfulBacon
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The ghost roles are for people who died, so limiting them with tike doesn't seem to make much sense except for stopping greifers jumping in a new body (which they can do with ghost spawners more effectively anyway). There's no need for something like nightmare to be anything more than the bare minimum

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3 participants