feat: Remove the slime short-circuit mechanic#559
feat: Remove the slime short-circuit mechanic#559EttyKitty wants to merge 1 commit intoAdeptus-Dominus:mainfrom
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📝 WalkthroughSummary by CodeRabbit
WalkthroughGlory 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 Suggested labels
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Spot the 10 purity and non-10 stability player. |
I think an easy solution is to increase the maintenance cost of equipment carried. |
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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 |
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also i find this incredibly slime-phobic |
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It does need a auto re-equip, manual is hell. |
it does currently only effect the marines that have it 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? |
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I don't like automatic re-equipping. |
There is a thing called role settings. |
This marks a company for the slime to destroy armor in. |
You mean this cumbersome option which affects all marines regardless of company the marine is in and whether he has the mutation or not? |
Putting too much hope into something that works? wut. |
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. 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.
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. |
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Can we please try just one compromise probably this one |
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.
Then no one will be picking this mutation ever.
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.
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. |
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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.😭 |
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Closed, because #646 addresses the issue better. |
Purpose of changes
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.