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Revise some artifact implant effects #17109

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merged 4 commits into from Dec 1, 2023

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FlameArrow57
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@FlameArrow57 FlameArrow57 commented Nov 26, 2023

[GAME OBJECTS][REWORK][BALANCE][ADD TO WIKI]

About the PR

This PR just revises some of the artifact implant effects to make them a bit less situational, effects a bit more common, and effects a bit less deadly

Good eldritch implant
-In addition to its current effects, it now provides a very slight, passive organ heal effect for all organs

Bad eldritch implant
-Changed so that at 75 brute damage, you start accumulating brute and organ damage. At 175 brute damage, original effects happen.

Bad silicon implant
-Changed so that at 75 oxy damage, you start accumulating oxygen damage. At 175 oxy damage, original effects happen.

Bad wizard implant
-Changed so that at 75 burn damage, you either continually light on fire, or take cold damage and shiver. At 175 burn damage, original effects happen

Why's this needed?

Implant revisions

Changelog

(u)FlameArrow57
(+)Revised some artifact implant effects.

@keywordlabeler keywordlabeler bot added A-Game-Objects The point of this PR is to deal with a specific game object C-Balance Balance changes, buffs and nerfs C-Rework Reworks a feature E-Add-To-Wiki A PR that will require changes to the wiki labels Nov 26, 2023
@github-actions github-actions bot added the size/L Denotes a PR that changes 100-499 lines, ignoring generated files. label Nov 26, 2023
@M-Earthfire
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M-Earthfire commented Nov 27, 2023

In general, this will severly diminish the offensive potential of the bad implanters for little gain, imo. And this was extremly niche to begin with.

Instant death does not necessarily need to be a thing (but is hella fun/flashy when it happens), but i think once they trigger they should guarantee the death of the implanted if the implant does not get removed. So these effects could be more severe (e.g. brute one continously make organs fail and oxy straight up disabling breathing. The wizard one is ok, if the cold effect deals continous damage)

@FlameArrow57
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FlameArrow57 commented Nov 27, 2023

In general, this will severly diminish the offensive potential of the bad implanters for little gain, imo. And this was extremly niche to begin with.

Instant death does not necessarily need to be a thing (but is hella fun/flashy when it happens), but i think once they trigger they should guarantee the death of the implanted if the implant does not get removed. So these effects could be more severe (e.g. brute one continously make organs fail and oxy straight up disabling breathing. The wizard one is ok, if the cold effect deals continous damage)

True yeah. Intent was just to make it instead of instant killing, to change it to something that makes it much harder to survive, or kill you, if not removed. I'll change it up again, to add back in the unique/flashy effects once you reach near the point where you'd die (~175 or 200 dmg?) if that sounds better

@FlameArrow57 FlameArrow57 marked this pull request as draft November 27, 2023 15:41
@FlameArrow57 FlameArrow57 marked this pull request as ready for review November 28, 2023 23:02
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code lgtm

I also like the way you made it very obvious them activating is very bad and needs a reaction asap :3

@github-actions github-actions bot added the S-Ready-For-Final-Review This PR has been looked over by members of the community. (automatic after 2 approvals) label Nov 29, 2023
@Tarmunora Tarmunora merged commit 019e3d4 into goonstation:master Dec 1, 2023
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github-actions bot pushed a commit that referenced this pull request Dec 1, 2023
@Studenterhue Studenterhue removed the E-Add-To-Wiki A PR that will require changes to the wiki label Feb 13, 2024
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A-Game-Objects The point of this PR is to deal with a specific game object C-Balance Balance changes, buffs and nerfs C-Rework Reworks a feature S-Ready-For-Final-Review This PR has been looked over by members of the community. (automatic after 2 approvals) size/L Denotes a PR that changes 100-499 lines, ignoring generated files.
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4 participants