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Mutant Limbs Part 1: The eyes have it (WIP) #53004
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Test failures atm: one unrelated coverage test, one sight range test and the limb connectivity (compound eyes replacing your head and all downstream bodyparts freaking out). |
Big chonky rebase with the new EOC syntax and some limby things I added in the meantime. I didn't update the progression EOC to use vitamins and co, since that system is kind of in flux for the moment. |
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err High glare in weather High glare in flashbang Explosions check for the character flag
Remove hardcode of Elfa eyes, Compound eyes Really remove hardcoded references to Elfa eyes
This issue has been automatically closed due to lack of activity. This does not mean that we do not value the issue. Feel free to request that it be re-opened if you are going to actively work on it |
Summary
Features "Migrate eye mutations to the limb system"
Purpose of change
Begin moving the "limbier" traits over to the shiny WIP limb system, starting with the eyes.
Describe the solution
Groundwork:
Tallied up all traits that could potentially be handled by limbs into their own file (to prevent needlessly convoluted history this will be reverted before opening for merge)
Annotated most mutations with hardcoded functionality with their effects
Added three new mutation types -
EYES
,HEAD
andVISION
to handle trait conflictsReworked all eye traits to utilize the limb system
Added an EOC-driven progression to the multi-level traits to slow them down and turn high-level mutations into a bit more gradual thing
Adjusted some mutation's categories to hopefully prevent test failures, and added three low-impact flavor mutations to the same effect
TODO:
vision_score, nightvision_score and reaction_score
, for now) in some associated PRseff_per
, used in noticing camouflaged/underwater creatures is multiplied byvision_score
vision_score
andreaction_score
, ranged weakpoint hit chances byvision_score
and burn all evidence I ever touched themDescribe alternatives you've considered
A lot.
Testing
Necessary infrastructure changes before this can go live
Additional context
Lot of WIP comments and such, unsurprisingly.
Changes by mutations
Bulging Eyes
: Slightly larger eyes (higher chance to be hit by attacks), made a prerequisite of Cephalopod and Frog eyesCephalopod Eyes
leading toCephalopod Vision
: Same size asBulging Eyes
, confers underwater sight and after about two days of acclimatization - causing occasional blinding, glare and stun - you gain amazing nightvision, provided you're post-threshold Cephalopod. As a drawback, you're more sensitive to bright lights (increased glare duration from the sun, and increased blind from flashbangs) - via the newHIGH_GLARE
flagCompound Eyes
leading toCompound Eyes (Adjusted)
: Replaces your whole head, the intermediate level has pretty terrible vision all around but after a long (4ish days) disorienting phase you will enjoy extremely good reactions, a bonus dodge attempt, and can see while you're asleep at the cost of 10%vision_score
FeyEyes/Vision/Nightsight
: The first level has no effect, Vision confers a slight night vision increase and sets you up for progression to Nightsight (no threshold requirement) - great night vision and all-round better vision score for your Legolas LARPFeline Eyes/Vision
: Larger eyes sensitive to light (HIGH_GLARE
) but pretty bad at details, progress relatively fast without a threshold requirement to confer NV, an extra reaction score at the cost of needing reading glasses and still not being great at shooting thingsUrsine Vision
: Largely unchanged, shortsighted in the light but sees well in the darkBird Eyes
: Amazing vision score (governing ranged hit chance, mainly) and a slight NV scoreLidless Eyes
: Largely unchanged, moved environmental protection to the bodypartEyestalks
: Intermediate are large targets with a minor reaction buff, after the adjustment period they gain increased reaction score to show FOVReptilian Eyes/IR
: Turned into a mid-length EOC progression, the eyes confer no bonuses aside from allowing infrared vision (nictating membrane takes care ofEYE_MEMBRANE
for lizards anyway)New
Frog Eyes
: Removed Ursine vision and Lidless eyes from Batrachians since they were near as I can tell a relic of those being hardcoded - same drawbacks as Ursine, a slight increase in NV and reaction score and an eye membrane and sight while sleepingNew
Cave-adapted Eyes
: Added to Troglobyte to allow them to have IR and a high level of NV (both take up theVISION
type, meaning they cancel automatically)