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Boiler rework Part 1: Globber base boiler #965

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merged 76 commits into from Mar 6, 2023

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@PhantomEpicness PhantomEpicness commented Aug 29, 2022

About The Pull Request

A total redesign of the base boiler reminiscent of the old premoba boiler that would shoot projectile "Globs" with a modern CM take.

Base boiler as it is right now, is completely unfun, to play against and to even play as. You'd be hard-pressed to find someone who enjoys playing it past the first 10 minutes of doing so. It is this way not because it's weak, but because it's unchallenging and 100% "safe" gameplay. There are no combos, cool moves you can do, or even satisfying effects, you just hit a button to spawn a telegraph which becomes a gas cloud.

This PR, turns that right ontop of its head. Instead of "safe" gameplay, globber's design philosophy is centered around being challenging, fun and even adding new gameplay dynamics.

Globber will have higher HP, faster walkspeed, and faster firing bombard compared to premoba.

However, globber will have their fellow xenos making plays to cover for boiler, either directly through bodyblocking shots or making plays to distract marines due to a minimal zoom range.

These both, in theory, will create a new gameplay dynamic where boilers will still be able to block marine spearheads, but Globber needs to help make a small counter push with their fellow brethren in order for Globber to directly strike at marines and giving the Xenos the choice to either capitalize on their advantage or heal up upon a successful glob.

Design doc
https://hackmd.io/@-h91mVK3RhaURcykLHRxJQ/S1W0FCZPj

Details:

Globber will feature [TENTATIVE] higher HP and [TENTATIVE] faster walk speed. It however will be slightly more vulnerable to fire as fire deals [TENTATIVE]% more damage to it!

https://cdn.discordapp.com/attachments/458150341742166017/1013647188313776148/2022-08-28_17-10-53.mov

Globber Active 1 - Bombard: Spit a large acid glob that will, upon impact, immediately spread a gas glob of your choice

  • Cooldown: 30 seconds
  • cost: 200 plasma
  • Windup: 5 seconds

Globber Active 2 - Acid spray, instantly sprays a line of acid, May make it a cone spray if it is too weak

  • 8 second c/d
  • No windup
  • 40 plasma
  • 6 tile range

Globber Active 3 - Shift spits: Switch between acid and neuro gas globs. Acid deals more raw damage while neuro slows,blinds and eventually knocks down marines. Neuro has a larger radius than acid

Globber Active 4 - Acid shroud: A quick windup action that dumps an acid cloud over the boiler. Cooldowns other abilities similar to dump acid.

Globber Active 5 - Zoom: Short ranged zoom with short windup. Trades awareness for zoom

Globber Passive: Brute armor, Globber features brute armor, however, it does not protect against flames! Globber takes 1.5x damage to fire!

Acid glob: Pretty much the same as before. May adjust numbers.

Neuro smoke rework:

  • Instead of insta blindness and deafness, these will now have a chance of applying for every tick you are in the smoke. You still have blurry/weldervision though
  • Oxyloss toned down, it was 9 per tick, now two
  • Knockdown chance lowered to 5% per tick. Stamina damage replaces RNG knockdowns
  • Now deals stamina damage, and am making it stack fast, targeted knockdown time is 2-3 seconds
  • Minor immediate slowdown applied. May remove as it stacks with stamina damage slow
  • chance of dealing minor tox damage

Boiler rework as a whole

The boiler rework is a total rework of the boiler strain and it's strains.

I'm not gonna write the entire design doc here, but in short:

-Base boiler will be reworked (as shown here), named Globber

  • trapper will be totally scrapped for 'Grenadier', a heavy siege strain that lobs devastating nades that's counterable and challenging. Grenadier will have the same zoom as Globber
  • A long-range, general-purpose strain will be added, named "Striker Boiler", which combines both the Railgun boiler and the mostly forgotten "Acid Splatter" strains in the past, with a modern CM twist.

design docs( old as fuck and needs updating) REPLACE ME WITH NEW ONE
cmss13-devs/cmss13-design-docs#7
Striker design doc
cmss13-devs/cmss13-design-docs#8

Why It's Good For The Game

TL;DR base boiler is a literal NPC strain that no one likes to play as or against. Attempt to make it more fun or die trying

if the design philosophy fails, then we can simply just tweak a few values and have premoba boiler again.

Design doc is already made but its ancient as shit and I'm just gonna make a new one so its WIP for now.

Design doc
https://hackmd.io/@-h91mVK3RhaURcykLHRxJQ/S1W0FCZPj

Changelog

🆑 Totalepicness
add: Added "Globber Boiler", which is a total replacement of base boiler, designed to kill the "safe" gameplay loops of current base boiler in an attempt for a more challenging and fun caste to both play as and against.
balance: Globber Active 1 - Bombard: Spit a large acid glob that will, upon impact, immediately spread a gas glob of your choice
balance: Globber Active 2 - Spray acid: Instantly sprays a line of acid
balance: Globber Active 3 - Shift spits: Switch between acid and neuro gas globs. Acid deals damage while neuro slows, blinds and eventually knocks down marines. Neuro has a larger radius than acid
balance: Globber Active 4 - Acid shroud: A quick windup action that dumps an acid cloud over the boiler. Cooldowns other abilities similar to dump acid.
balance: Globber Active 5 - Zoom: Short-ranged zoom with no windup.
balance: Globber Passive: Globber features armor, but it is weaker against flames! Stay away from fire!
refactor: Refractored some minor spit code and icons
balance: Neuro has been completely reworked to deal mainly stamina damage, causes dizzyness and has a small chance to make you 'stumble' in a random direction along with minor tox damage. Stay out of it!
add: Completly reworked neuro gas, it now uses a proper effect with escalating effects the larger the dosage rather than RNG.
fix: Acid now deals damage to cades and now has a good chance of going over instead of being airtight
fix: Boiler globs no longer can target mobs and track them.
/:cl:

@github-actions github-actions bot added Sprites Remove the soul from the game. Feature Feature coder badge Removal snap labels Aug 29, 2022
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You currently have a negative Fix/Feature pull request delta of -2. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score.

@github-actions github-actions bot added the Refactor Make the code harder to read label Aug 29, 2022
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Carnage068 commented Aug 29, 2022

You currently have a negative Fix/Feature pull request delta of -2. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score.

fuk u bich

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Love it. Make Boiler fun again. Finally.

@kiVts
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kiVts commented Aug 29, 2022

turning boiler into tf2 grenadier.
add xeno whiskey

@Don2137
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Don2137 commented Aug 29, 2022

Do the globs knock down on impact like with the old projectile boiler?

@PhantomEpicness
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Do the globs knock down on impact like with the old projectile boiler?

yes

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Don2137 commented Aug 29, 2022

Do the globs knock down on impact like with the old projectile boiler?

yes

Then it has a chance of being fun

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Please mark as draft

@stanalbatross stanalbatross marked this pull request as draft August 29, 2022 09:31
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Globber Passive 1 - Dump acid: Ditto as previous base boiler. Essentially dumps acid as an escape option, increasing speed a the cost of disabling all other abilities.

Globber Passive 2 - Zoom: Short ranged zoom with no windup.

It's a nitpick but these are abilities, not passives. A passive is something that occurs with no input from the player or under certain circumstances, a good example would be Boxer's clarity. Both of these fit ability slots 3 and 4, both ingame already and in your reworked boiler code.

Despite being a nitpick I think it's important to be as clear as possible when it comes to describing how something works in a PR or changelog.

@github-actions github-actions bot added the Merge Conflict PR can't be merged because it touched too much code label Aug 31, 2022
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Globber Passive 1 - Dump acid: Ditto as previous base boiler. Essentially dumps acid as an escape option, increasing speed a the cost of disabling all other abilities.
Globber Passive 2 - Zoom: Short ranged zoom with no windup.

It's a nitpick but these are abilities, not passives. A passive is something that occurs with no input from the player or under certain circumstances, a good example would be Boxer's clarity. Both of these fit ability slots 3 and 4, both ingame already and in your reworked boiler code.

Despite being a nitpick I think it's important to be as clear as possible when it comes to describing how something works in a PR or changelog.

fixed

@github-actions github-actions bot removed the Merge Conflict PR can't be merged because it touched too much code label Sep 9, 2022
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PhantomEpicness commented Sep 12, 2022

I have decided on these TENTATIVE stats for Globber(base) Boiler:
650HP
10 base armor, plus the following directional armor
20 frontal armor
5 side armor

OR:
675HP

20 base armor ( no dir armor)

Untested as of right now

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I have decided on these TENTATIVE stats for Globber(base) Boiler: 650HP 10 base armor, plus the following directional armor 20 frontal armor 5 side armor

OR: 675HP

20 base armor ( no dir armor)

Untested as of right now

What about the faster movement speed? Are you still giving it that? Also I feel like 675 HP with 20 base armor would be better overall. Frontal armor should really only be a thing for Charger and Defender.

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I have decided on these TENTATIVE stats for Globber(base) Boiler: 650HP 10 base armor, plus the following directional armor 20 frontal armor 5 side armor
OR: 675HP
20 base armor ( no dir armor)
Untested as of right now

What about the faster movement speed? Are you still giving it that? Also I feel like 675 HP with 20 base armor would be better overall. Frontal armor should really only be a thing for Charger and Defender.

oh yeah forgot about that

I'll try with two tiers up, (XENO_SPEED_TIER_3), ravenger speed and then adjust from there

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I'll try with two tiers up, (XENO_SPEED_TIER_3), ravenger speed and then adjust from there

Sounds solid, honestly. Boiler will still be slow, but it won't be Boiler slow anymore. It will definitely help it move around the map and move into firing positions without making it able to easily escape from focused gunfire, or even regular gunfire at all.

Kind of funny that it will have higher movement speed than Crusher, but considering that the caste it evolves from is more mobile than the cast Crusher evolves from, it honestly makes sense, lol. I honestly can't see this like, EVER being an issue during testmerging.

On the topic of things you might've forgotten, are you still going to be giving it the fire weakness as well? If you are, I assume you're going to be increasing the damage over time, and not the direct hit damage, and if you aren't, then you probably should, because imo it works better with the overall theme you're going for.

Like, in layman's terms or w/e, increasing the direct hit damage would make Boilers get nuked and be like "Ow, fuck", while increasing burn damage would make being lit on fire actually threatening. Think when a Xeno is on the edge of an Incendiary OB and they get burned from it, they're immediately like "OW OH MY GOD I'M BURNING SOMEONE PUT ME OUT". Overall it requires more team support since you can prevent the Xeno from taking more damage the faster you put out the fire, meanwhile there's nothing you can do to negate someone getting direct hit. I just think it would feel overall better, if you're still giving it a fire weakness, that is.

@github-actions github-actions bot added the Merge Conflict PR can't be merged because it touched too much code label Sep 15, 2022
harryob pushed a commit that referenced this pull request Mar 2, 2023
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request
This PR is to update some ability icons that have been long-overdue for
an update due to their low-quality, low-shading, inability to properly
portray the ability's function, or had incorrect colors.

The most glaring issue was the Toggle Invisibility icon for Lurker,
which portrayed a human turning invisible instead of a Xenomorph turning
invisible. Fixed that quickly. The old ability icon has been renamed to
```lurker_invisibility_old```.

![image](https://user-images.githubusercontent.com/13158711/221440816-045fd8b1-4eaa-41ea-b368-101836a31631.png)

Also, the fact Pounce and Charge used the same icon state seemed quite
superfluous, so I made a new icon for Pounce.

![image](https://user-images.githubusercontent.com/13158711/221289649-11f9f074-f11b-4dd0-a5a9-f709731c38b6.png)

Here are some other familiar ability icons that have received some love:

In preparation for #965's testing and because the old ability icons
appeared to have been made in 20 seconds, Globber Boiler gets shiny new
ability icons!
Acid

![image](https://user-images.githubusercontent.com/13158711/221326105-0b2e0759-b5ea-4c12-815a-5eff5f39f50a.png)
Neuro

![image](https://user-images.githubusercontent.com/13158711/221326113-47de76fb-848f-4845-90c5-a52cfcd18346.png)
Some more icons include:

Smoother tail

![image](https://user-images.githubusercontent.com/13158711/218209320-efe81dd6-5da6-4ff4-a811-7a5611af50a0.png)
Idk how this supposed to represent, but I made it much prettier.

![image](https://user-images.githubusercontent.com/13158711/221289504-3cff3705-ca65-466c-a408-5f4a337730b1.png)
Shinier star

![image](https://user-images.githubusercontent.com/13158711/221440870-a06c1391-e34e-4f66-89c4-2bb93bd63e6a.png)
New heal xeno icon

![image](https://user-images.githubusercontent.com/13158711/221452792-89b72692-8549-4b29-80b5-1457f8ecaff8.png)
Happy beno gets a shiny medal

![image](https://user-images.githubusercontent.com/13158711/221439676-7141d4d6-ed2f-4bf8-9736-93a1a7c19f46.png)
New transfer plasma; old transfer plasma has been renamed to
```transfer_plasma_old```

![image](https://user-images.githubusercontent.com/13158711/221391468-dc14169a-0805-4f11-9663-215b9f4aca8c.png)
New transfer health, currently unused; old transfer health has been
renamed to ```transfer_health_old```. Also closes #1992.

![image](https://user-images.githubusercontent.com/13158711/221452814-ccc1746d-853b-4933-9fec-496f49959229.png)
Sad beno gets evicted.

![image](https://user-images.githubusercontent.com/13158711/221392197-f93c401d-bf45-406b-bdc5-85a23c504329.png)
Drone arm is more visible and doesn't look so chunky compared to the
t3's.

![image](https://user-images.githubusercontent.com/13158711/221393072-8ed98450-eb6e-4ef2-8309-687d194490a3.png)
Acid pillar's colors changed to the acid color ability icons use:

![image](https://user-images.githubusercontent.com/13158711/221326178-fad63dee-451c-4c6e-86e0-62c457412247.png)
Shield gets cyan because cyan represents shielding or denial in ability
icons:

![image](https://user-images.githubusercontent.com/13158711/221326192-ac274050-a5fd-4a15-b758-96e64d7b2e0e.png)

In addition, due to the sheer amount of icons who needed their borders
fixed in #2618 , in my confusion, some edited icon states were either
forgotten or lost, so this PR addresses those missing icon changes,
which include some border fixes, sprite centering, and stray pixel
removal. In addition, all borders now have a universal border color and
palette to prevent any future mishaps.


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# Explain why it's good for the game
Just a new breath of fresh air for some sprites. 

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# Changelog

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:cl: Puckaboo2
imageadd: Completely rehauled the ability icon designs of Pounce, Lurker
Invisibility, Transfer Plasma, Transfer Health, Queen Give Health, and
Swap Neuro/Acid Glob, to better portray their abilities' functions and
to match the style of the rest of the sprites.
del: Some of the previous designs of the aforementioned ability icons
have been removed entirely, while others have an _old tagged onto their
icon state name.
tweak: Some ability icons with limited palettes, crooked outlines, or
odd shading had their designs tweaked to a higher standard.
tweak: Acid Pillar's ability icon had its palette swapped to the color
other ability icons use to portray acid.
tweak: Shield Pillar's ability icon had its palette swapped to the color
other ability icons use to portray shields or protection.
fix: Some changes that were lost or forgotten in previous merge
conflicts have now been re-added, including ability icon centering,
border fixing, and stray pixel removal.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->
@github-actions github-actions bot added the Merge Conflict PR can't be merged because it touched too much code label Mar 2, 2023
@github-actions github-actions bot removed the Merge Conflict PR can't be merged because it touched too much code label Mar 5, 2023
@morrowwolf morrowwolf marked this pull request as draft March 6, 2023 22:32
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"Final balance changes:

  • Barricade damage further nerfed to 8.5
  • neuro spread increased by 1 to further emphasize anti-personal role
  • Acid gas spread nerfed 4 > 3 tiles
  • acid gas spread speed buffed by 1 in order to compensate"

As per discord.

@morrowwolf morrowwolf marked this pull request as ready for review March 6, 2023 23:02
@morrowwolf morrowwolf merged commit 6f1b171 into cmss13-devs:master Mar 6, 2023
github-actions bot added a commit that referenced this pull request Mar 6, 2023
@morrowwolf morrowwolf added the Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. label Mar 6, 2023
harryob pushed a commit that referenced this pull request Apr 27, 2023
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request
Fixes strong corrosive acid plasma cost (oversight in original PR) #965.
Additionally, changes the action name of strong corrosive acid for the
hotkey to work properly)

# Explain why it's good for the game
Typo fix + working hotkey = good

# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. Please note that
maintainers freely reserve the right to remove and add tags should they
deem it appropriate. You can attempt to finagle the system all you want,
but it's best to shoot for clear communication right off the bat. -->
<!-- If you add a name after the ':cl', that name will be used in the
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should they deem it appropriate. -->

:cl:
fix: Strong corrosive acid plasma cost increased to 125
spellcheck: Action name of strong corrosive acid changed from (200) to
(125)
/:cl:
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