[MIRROR] [MIRROR] Viro Rework Tweaks (Buffed Natural Healing, Slower Progression, Stealth Respects Severity) #140
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Original PR: NovaSector/NovaSector#2699
Original PR: tgstation/tgstation#83459
About The Pull Request
what it says on the tin. we're in virology rework season again #79854
makes natural healing enough for people to kick the teeth out of bad viruses without chem. (still needs exact testing to dial in, but ideally, chems will be a buff but no longer a mainstay. #83453 will help, and things like fungal TB will be unchanged.)
makes viruses progress a bit slower across the board - this was part of why you could have a bad virus shoot up to stage 5 from having been at stage 1 out of nowhere, even after having mostly fought it off. this is probabilistic, but the prob is lower now.
makes viruses only hide if their stealth stat is higher than their severity. if you want your virus to be sneaky, you need to spec into hiding it and run fewer symptoms (#83458 will fuck with this if implemented - stay tuned.)
Why It's Good For The Game
people don't like getting griefed by one-sided mechanics. while i think i got some of the way there in #79854, the felt impact of that PR was undercut by me being conservative with the values for what players' actual choices outside of chem could do and SD still existing. I'm hoping to go back and fix that first one since thankfully Time-Green is working on #83453.
Logic remains much the same as in https://hackmd.io/Higgin/HJljdBuNp - I am leaving this as a draft until I've had at least a few more tests on the values, but I'd like to see this TM'd in a round or two with advanced diseases floating around if possible.
edit to add some clarification:
if you do nothing, I balanced the worst viruses to be about a 50% chance of death.
if you do the right thing, it should work 100% of the time or close to it.
the problem I'm trying to address here is that the second one was nowhere near 100%.
Changelog
🆑
balance: Viruses now self-heal much more effectively with good mood, sleep, food, and spaceacillin.
balance: Viruses now punish being hungry more. Stay fed!
balance: Spaceacillin now gives 200 ticks of symptom resistance, declining over time, rather than 100.
balance: Viruses now progress slightly slower.
balance: Viruses now only hide if their stealth stat is greater than their total computed severity.
/:cl: