-
-
Notifications
You must be signed in to change notification settings - Fork 682
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Heretic QoL pass #9880
Heretic QoL pass #9880
Conversation
needs wiki changes. Looks good though |
I'm not against the idea of the PR in general, but I am strictly against making it substantially easier to ascend without also changing what ascension is. Ascension needs to not grant what borders on invincibility to the heretics that achieve it. Mainly this means I am strongly against making influences both more easily trackable and always easily accessible on top of that. |
@Rukofamicom I've removed the influence tracking - I think the new spawning system will reduce frustration compared to tracking (especially for players who are less eager to go all unga bunga in order to get someone on the funny circle) |
I'm not against one or the other nearly as much as both together, though I like the idea of tracking moreso than moving them to only public areas I think. This is good enough for me if you think otherwise though, so I'm gonna mark the balance side approved. Anyone else doing a full code review can merge that way. (I don't think I have time to get to it this week) |
@Rukofamicom Note that they're not always directly in public areas, just... in the vicinity of a public area (like, not in the middle of a secure area that will have sec crawling up your ass the instant you try to hack in). They can still spawn in a sec checkpoint, or a department area near a hallway (like chemistry, R&D, robotics, etc) |
// 1 heretic = 4 influences | ||
// 2 heretics = 7 influences | ||
// 3 heretics = 9 influences | ||
// 4 heretics = 10 influences, +1 for each onwards. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Considering that they can now find these easilly and they will almost always be in public areas, this seems like an insane amount of influences to spawn. Surely with 1 heretic you almost have enough to reach ascension level on influences alone without doing any sacrafice.
I also think that if they have something that will tell them where the nearest rift is, then we don't need to check at all if the rift is spawning in a location visible to a public hallway. I would honestly prefer if they would almost always spawn somewhere that you at least have to do some hacking/tailgating to get into
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Just as an fyi, I have fixed the broken void cloak storage as a side effect of #9337 (it wasn't my direct intention to fix it, I just implemented the code it needed to work using the same variable as was being defined for use in void cloaks, but nothing was ever actually using the variable until my PR) |
I'm not sure on how wise this is |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Since this is about QoL, can there be a way to delete blades remotely since having your blades taken away by sec or one guy who shoved you is basically a round-ender due to the limit on blades owned? |
About The Pull Request
This makes a bunch of QoL additions and tweaks to make reworked heretics much more enjoyable.
Why It's Good For The Game
Makes heretic less of a chore to play
Testing Photographs and Procedure
Screenshots&Videos
Changelog
🆑
add: Heretics with an objective to sacrifice a head of staff can now sacrifice ANY head of staff, even non-living heart targets, if they haven't met that goal already.
tweak: Ghouls and voiceless dead now count towards the "summon X monsters from the Mansus" objective for flesh heretics.
balance: Heretic influences can now only spawn in somewhat open locations where they can be seen from a 'public' area.
add: More heretic influences will spawn midround for heretics that may be 'falling behind'.
tweak: Heretic curses now use both fingerprints and blood.
balance: Ascended heretics now draw runes MUCH faster.
balance: Rust heretics can draw runes a bit faster when in the vicinity of rusted floors.
balance: Void heretics can now draw runes a bit faster in frozen areas.
balance: Heretics now draw runes faster if they have a sacrifice target with them.
tweak: Heretic sacrifice now grabs the ghost of the victim during revival.
tweak: Heretic living heart tracking now specifies if the target is catatonic or currently on a moving shuttle.
tweak: If a heretic's sacrifice target enters cryo, it will try to roll a new sacrifice target for them.
fix: Fixed text formatting when tracking dead living heart targets.
/:cl: