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Minor generic zombie balance edits 2 #71736

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merged 4 commits into from
Feb 16, 2024

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Karol1223
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@Karol1223 Karol1223 commented Feb 13, 2024

Summary

None

Purpose of change

Weirdness caught during the creation of #71170 that I was advised to PR separately for the ease of reviewing

Describe the solution

  • Removed NO_FUNG_DMG from our Hazmat and Firefighter zombies - neither has full-body protection to protect against Mycus influence (Hazmats specifically never have pristine suits, and they have a weakpoint for a hole in their suit)
  • Lowered speed of kinderlings to be below regular child speed. Them getting faster when their bodies got more damaged made 0 sense. Also took away their CLIMBS
  • Removed the mention of guilt from the kinderling's description since they actually don't provide guilt
  • Gave skeletal masters and necromancers 0 bleed, to follow through with their regular versions' bleed rate. Likely an oversight?
  • Removed HARDTOSHOOT from skeletal masters and necromancers - back when they were being added there was a conversation on the devcord about how the flag is supposed to be for fast/dodgy enemies not armored ones but it seems the author ignored it or forgot to edit it
  • Updated skeletal necromancer's pathing
  • Changed manual difficulty addition for the incandescent husk to be 20 instead of 2 - I'm assuming this was a typo, since it put it 3x below a shocker brute in threat and they're significantly more lethal
  • Added STUMBLES to the incandescent husk
  • Removed zapper's dodge

Describe alternatives you've considered

  • Changing the entire description for kinderlings because it feels extremely off and out of place, but I suck at writing Done thanks to @BlizzDA
  • Removing electromagnetics and burn care from shockers and burned zombies respectively. I predict people will cry about this so I'm not doing this here as to get this merged sooner
  • Nerfing the shocker brute - currently it's over 2x as strong as a normal brute in default stats, with only slightly worse melee skills to offset that. It's kinda ridiculous. I'll do it in a separate PR

Testing

Additional context

@Karol1223 Karol1223 changed the title Minor generic zombie balance edits Minor generic zombie balance edits 2 Feb 13, 2024
Co-Authored-By: BlizzDA <126328530+blizzda@users.noreply.github.com>
@github-actions github-actions bot added [JSON] Changes (can be) made in JSON astyled astyled PR, label is assigned by github actions labels Feb 13, 2024
@github-actions github-actions bot added the json-styled JSON lint passed, label assigned by github actions label Feb 13, 2024
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Feb 13, 2024
@fairyarmadillo
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fairyarmadillo commented Feb 13, 2024

Skeletons all have HARDTOSHOOT because they're kinda spindly and their bones are sloped armor or something. There are a few PRs around about this.

I think it would be reasonable to remove it from all of them, but people have tried a few times now and it hasn't happened. Even juggernauts have it.

@Karol1223
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Skeletons all have HARDTOSHOOT because they're kinda spindly and their bones are sloped armor or something. There are a few PRs around about this.

I think it would be reasonable to remove it from all of them, but people have tried a few times now and it hasn't happened. Even juggernauts have it.

Huh yeah, that's pretty ridiculous. I overlooked this, but I know this conversation has happened in the past on the devcord... Oh well, I'll probably make a separate PR.

@PatrikLundell
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I would assume skeletal zombies were HARDTOSHOOT because they were envisioned as D&D skeletons, i.e. just the skeletal frame, with most being empty space. However, they're not skeletons, but rather zombies encased in skeletal armor, so there's no reason to make them hard to hit, just hard to damage.

@Karol1223
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I would assume skeletal zombies were HARDTOSHOOT because they were envisioned as D&D skeletons, i.e. just the skeletal frame, with most being empty space. However, they're not skeletons, but rather zombies encased in skeletal armor, so there's no reason to make them hard to hit, just hard to damage.

Yup. My thought process for #71752

@Maleclypse Maleclypse merged commit ad45437 into CleverRaven:master Feb 16, 2024
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@Karol1223 Karol1223 deleted the hey-look-more-zombie-balance branch February 16, 2024 08:53
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4 participants