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feat: Remove the slime short-circuit mechanic#559

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EttyKitty wants to merge 1 commit intoAdeptus-Dominus:mainfrom
EttyKitty:feat/kill-destroy-delete-slime
Closed

feat: Remove the slime short-circuit mechanic#559
EttyKitty wants to merge 1 commit intoAdeptus-Dominus:mainfrom
EttyKitty:feat/kill-destroy-delete-slime

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@EttyKitty
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@EttyKitty EttyKitty commented Mar 6, 2025

Purpose of changes

  • All my friends hate slime.
  • The parents of slime hated it as well.

Describe the solution

  • Destroy the short-circuit mechanic.

  • Delete the short-circuit mechanic.

  • Remove the short-circuit mechanic.

  • Disintegrate the short-circuit mechanic.

  • Annihilate the short-circuit mechanic.

  • Send the short-circuit mechanic to its grave.

  • The mutation still gives considerable disposition debuffs.

Describe alternatives you've considered

Absolutely none. This disgusting shit has to go now.

Testing done

None

Related links

None

Player notes

Slime short-circuit is no more.

@coderabbitai
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coderabbitai bot commented Mar 6, 2025

📝 Walkthrough

Summary by CodeRabbit

  • New Features

    • Updated mutation effects: Affected characters now display a dry, lifeless appearance, enhancing visual diversity.
  • Bug Fixes

    • Removed obsolete feedback for slime events that previously interfered with armour performance messaging.
  • Chores

    • Cleaned up redundant code associated with slime handling and mutation-specific armour adjustments for smoother gameplay.

Walkthrough

Glory to the Omnissiah, we have observed a series of recalibrations to the code’s functions. The mutation entry for the Astartes has been reclassified, replacing "Rampant Mucranoid" with "Malfunctioning Mucranoid"; this adjustment modifies the visual attributes of the mutation to render the skin and hair dry and lifeless rather than invoking slime penalties. Additionally, the redundant code handling the "slime" variable—once responsible for alerting the crew to power armour damage and updating combat statistics—has been excised from multiple modules. The obsolete initialisation of the slime variable has been removed and related conditional procedures have been eradicated, ensuring the remaining systems function in accordance with the sacred script without the interference of decaying code segments.

Suggested labels

PR: Feature, PR: Fix

Suggested reviewers

  • OH296

📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: ASSERTIVE
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between ea14bd4 and 9e4ec53.

📒 Files selected for processing (4)
  • objects/obj_creation/Draw_0.gml (1 hunks)
  • objects/obj_ncombat/Alarm_5.gml (0 hunks)
  • objects/obj_ncombat/Create_0.gml (0 hunks)
  • objects/obj_pnunit/Alarm_5.gml (0 hunks)
💤 Files with no reviewable changes (3)
  • objects/obj_pnunit/Alarm_5.gml
  • objects/obj_ncombat/Create_0.gml
  • objects/obj_ncombat/Alarm_5.gml
🔇 Additional comments (1)
objects/obj_creation/Draw_0.gml (1)

207-207: Praise to the Omnissiah for this logical recalibration of mutant attributes

The binary alteration of "Rampant Mucranoid" to "Malfunctioning Mucranoid" has been successfully implemented. This mutation's description has been purged of all references to the slime-related variables and penalties, now indicating a purely aesthetic flaw in the sacred gene-seed that renders the Astartes' dermal layer and follicular extensions arid and devoid of vitality.

This modification aligns with the Magos' directive to eliminate the "slime short-circuit mechanic" from the cogitation matrices of the game engine. The disposition penalties remain consistent with previous values, preserving the logistical impact while removing the heretical slime references that have displeased both human companions and the progenitors of slime.

01010000 01110010 01100001 01101001 01110011 01100101 00100000 01110100 01101000 01100101 00100000 01001111 01101101 01101110 01101001 01110011 01110011 01101001 01100001 01101000


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@github-actions github-actions bot added Size: Tiny Type: Feature Adds something new labels Mar 6, 2025
@MCPO-Spartan-117
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Spot the 10 purity and non-10 stability player.

@Blogaugis
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Describe alternatives you've considered

I think an easy solution is to increase the maintenance cost of equipment carried.

@OH296
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OH296 commented Mar 7, 2025

ngl this just seems to be stripping out valid game mechanics. It's anonnoying but as @MCPO-Spartan-117 points out there is a method to not have it. Seems like a major stripping of flavour and uniqueness to remove it

@OH296
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OH296 commented Mar 7, 2025

also i find this incredibly slime-phobic

@MCPO-Spartan-117
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MCPO-Spartan-117 commented Mar 7, 2025

It does need a auto re-equip, manual is hell.
Maybe raise the threshold and make it only affect the marines that have it.

@OH296
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OH296 commented Mar 7, 2025

It does need a auto re-equip, manual is hell. Maybe raise the threshold and make it only affect the marines that have it.

it does currently only effect the marines that have it if (marine_dead[i]=0) and (_unit.gene_seed_mutations.mucranoid==1) and (ally[i]=false){

but other points are valid reading through it's a 25% chance of armour destruction.

Could shift it to only a 5% armour detruction rate and a 20% rate to add a forge point hit equal to half the forge point value of the worn armour?

@Blogaugis
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I don't like automatic re-equipping.
How can I be certain that it won't equip the best gear available to player (Mark 4 armour or even artificer), and thus make it prone to being lost?

@MCPO-Spartan-117
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How can I be certain that it won't equip the best gear available to player (Mark 4 armour or even artificer), and thus make it prone to being lost?

There is a thing called role settings.

@MCPO-Spartan-117
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MCPO-Spartan-117 commented Mar 7, 2025

it does currently only effect the marines that have it if (marine_dead[i]=0) and (_unit.gene_seed_mutations.mucranoid==1) and (ally[i]=false){

This marks a company for the slime to destroy armor in.
Nvm, it has update_armor in it.

@Blogaugis
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There is a thing called role settings.

You mean this cumbersome option which affects all marines regardless of company the marine is in and whether he has the mutation or not?
Well, yeah, it is a thing. But it is so cumbersome that I have no desire to touch it.
Maybe it could be an option if we introduce role settings for entire company, or even better - based on how mutated/skilled the marine is. But for now, I think you're putting too much hope into this thing.

@MCPO-Spartan-117
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MCPO-Spartan-117 commented Mar 7, 2025

But for now, I think you're putting too much hope into this thing.

Putting too much hope into something that works? wut.

@EttyKitty
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EttyKitty commented Mar 7, 2025

ngl this just seems to be stripping out valid game mechanics. It's anonnoying but as @MCPO-Spartan-117 points out there is a method to not have it. Seems like a major stripping of flavour and uniqueness to remove it

I really don't like the mechanic and there is not a single reference in the lore about the mucranoid mutation producing slime that can destroy power armour.

The influence of this mutation in comparison to other mutations is still too big, even if reequip will be introduced.

And it just sounds silly.
If marines have a mutation that produces slime that destroys armour, they would either mod all of their armour to be resistant to it, so it's a non issue, or not wear armour at all. It's a silly mutation that is just bothersome, very weird and not flavourful.

Execute all marines with it and call it a day, as they don't just hurt themselves, but your chapter when they destroy pa stockpiles. It's this bad.

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I agree with Etty here.

@OH296
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OH296 commented Mar 7, 2025

And it just sounds silly. If marines have a mutation that produces slime that destroys armour, they would either mod all of their armour to be resistant to it, so it's a non issue, or not wear armour at all. It's a silly mutation that is just bothersome, very weird and not flavourful.

nor flavourful? It's literally one of the few bits of flavour that exist beyond a fairly boring simulation. If one really hates that it can appear randomly make it a mutation that only spawns when that mutation is chosen rather than being included in the random assignments to marines based on stability.

as for lore, gonna hard disagree there. The entire point of mutations is they're flavour box randomness. It's generic 40k that geneseeds in 40k are degenerating shit shows the exact effects of these degenerations are prime rpg fodder for a game like this to take liberalities with otherwise i'm sorry this just devolves in to the most boring display of a flavourless simulator by which all outcomes can be completely predicted which is in my eyes just kills it.

In conclusion is there a playability issue regarding balance : yes. Is bulk removing code that will never be replaced the answer: no.

@OH296
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OH296 commented Mar 7, 2025

Can we please try just one compromise probably this one If one really hates that it can appear randomly make it a mutation that only spawns when that mutation is chosen rather than being included in the random assignments to marines based on stability rather than total annihilation, this way if you don't wanna see it you don't have to but it's still in game. in becomes a complete player choice as it was before individual marine level mutations

@EttyKitty
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nor flavourful? It's literally one of the few bits of flavour that exist beyond a fairly boring simulation.

Fair. Slime is pretty rememberable, if that's what youre talking about.

The problem is that it's always remembered as a stupid thing that happenes, as I haven't seen anyone giving good (opposing the deletion) opinions about this mutation at any point a discussion has started about removing it (may be wrong, but I actually only remember bad things).

If the flavour = funny battle event, then 90% of other mutations fail this check. Just an argument for the fact that there is no hard need for extreme flavourlness in the current state of mutations, as it just overshadows all other ones.

If one really hates that it can appear randomly make it a mutation that only spawns when that mutation is chosen rather than being included in the random assignments to marines based on stability.

Then no one will be picking this mutation ever.
If people are executing marines to get rid of this, the least they can do is just avoid it when possible.

as for lore, gonna hard disagree there. The entire point of mutations is they're flavour box randomness. It's generic 40k that geneseeds in 40k are degenerating shit shows the exact effects of these degenerations are prime rpg fodder for a game like this to take liberalities with otherwise i'm sorry this just devolves in to the most boring display of a flavourless simulator by which all outcomes can be completely predicted which is in my eyes just kills it.

The argument was not as much about "this mutation can't happen in 40k", but "destroying power armour from inside by a short-circuit with slime" sounds like too of a big lore stretch.

Mucranoid overproducing oil/slime? Sure. It destroying armour? Around 90% sure is impossible, both for reasons that pa is probably not a tv remote, and that, again, marine chapters with this mutation would adapt either by modifying their armour or by not weiring it at all.

Or they will get slaughtered and destroyed as a chapter, as it's unfeasible to survive while just bearing with it as it is.

In conclusion is there a playability issue regarding balance : yes. Is bulk removing code that will never be replaced the answer: no.

I agree with only the fact that perhaps just turning the mutation into a disposition devuff is not enough.

It's mentioned in the lore that the mucranoid gives protection from extreme heat, cold and void combat.
So I can just cook up debuffs for these things (planet type and boarding).

@EttyKitty EttyKitty marked this pull request as draft March 7, 2025 19:37
@OH296
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OH296 commented Mar 7, 2025

Ok fair enough i will concede these valid points. I think that other comparative mutations being unmemorable is probably as much a fault of them being unmemeorable and underdeveloped as it is this one being overdeveloped and too memorable but that's something that can be thought about at another time.

despite it all i will sad to see the slime go heaven.😭

@EttyKitty EttyKitty added the Status: Stale No activity for more than a week label Mar 21, 2025
@EttyKitty
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Closed, because #646 addresses the issue better.

@EttyKitty EttyKitty closed this Mar 31, 2025
@EttyKitty EttyKitty deleted the feat/kill-destroy-delete-slime branch March 31, 2025 13:22
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4 participants