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Adds social/asocial mutations #71837
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I was looking a bit into PS: great work on this mutation line! 💪 |
Alpha's Superiority Complex mutation has been moved into the SOCIAL category, which means it will replace any social/asocial traits the character has and prevent them from gaining any others. Alphas don't care if they're alone or they're in a group, but they will not abide following someone inferior. Elf-A, a related line, lacks the superiority complex and instead needs a group to belong to. These mutations were given to a ton of lines and I'd prefer not to overdo it. This also lets Alphas have the Uncaring trait again so they can be Pat Bateman. |
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Auto-requesting reviews from non-collaborators: @andrei8l
I have questions about whether the bonuses and negatives are too high but I also think our bonus and negative morale is incredibly random so it's probably better to see how it plays out in game. |
Summary
Features "Adds social/asocial mutations"
Purpose of change
We should do more with morale and NPCs.
Describe the solution
This PR creates four new mutations of a new type, SOCIAL.
Extrovert - You don't mind being alone, but you get a slight mood boost from being around friends.
Introvert - You can tolerate others, but you prefer to be alone. Spending time by yourself will boost your mood slightly.
Sociable - You are a social creature. Spending time with friends will improve your mood, but if you're alone too long, you'll start to feel unhappy.
Loner - You'd really rather be by yourself. Being alone will improve your mood, but spending too much time around other people can grate on your nerves.
Extroverts and Introverts get a +6 morale bonus with a two-hour cap. This bonus kicks in after spending 10-30 minutes with/without company.
Sociable and loner characters get the same bonus in the same amount of time, but the bonus lasts six hours instead.
Sociable and loner characters get a stacking -7 morale penalty every 30-90 minutes that they're with/without company.
"Company" refers only to people in the character's faction. This prevents you from farming morale in places where your lingering presence may be unwelcome, like the refugee center, and incentivizes recruiting NPC buddies for the social characters. This also prevents loners from being penalized for simply doing business with NPCs outside their faction. All penalties and bonuses reset when a character sleeps.
All four mutations are available as starting traits, and are also rolled into mutation lines as follows:
Extrovert: Lupine, Bird, Fish
Sociable: Cattle, Mouse, Rat, Chiropteran, Elf-A
Introvert: Feline, Chimera
Loner: Spider, Ursine, Lizard, Beast
Additionally, plant and elf mutants using their tree communion mutation will count as being among allies, for better or worse. Slimes being cheered by their microbians will lose loneliness debuffs, but the microbians aren't sophisticated enough to count as friends and confer buffs.
Alpha's Superiority Complex has been moved from the empathy to social type, so they can be Uncaring again.
On the technical side, this PR adds u_characters_nearby, a math function that can check for friendlies (ie members of your own faction), hostiles, non-friendlies, and all characters. It can also optionally accept hallucinated characters.
Describe alternatives you've considered
None
Testing
Additional context