Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Alternative weed adjustments #630

Closed

Conversation

BonniePandora
Copy link
Contributor

About the pull request

Nullifies the worst of the slowdown from weeds, with hive weeds having the same slowdown as current regular weeds whilst the adjusted regular ones impart a minor slowdown.
Makes weeds much harder to break, taking 5 slashes from a bayonet to break a normal weed tile & 13 for the hive sort. Fire & explosives will still clear them out as they did before.

I know a more comprehensive PR is in the works to adjust weeds too, however that hasn't been touched in 2 months at this point. This is more a stop-gap answer to what that PR hopes to address.

Explain why it's good for the game

Removing the worst of the player-side felt impact of weeds should help cut back (pardon the pun) on the number of people taking sharp impliments to the weird purple gunk on the floors. The upping of how much it takes to break them is another avenue by which that same result is hoped to be achieved.

Testing Photographs and Procedure

Tested locally, worked as expected. Compiled without issue.

Changelog

🆑
qol: Weed slowdown lessened across the board
balance: Weeds take much more hits to break as standard from melee weapons
/:cl:

@cm13-github
Copy link
Contributor

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@BonniePandora BonniePandora deleted the Weeds-adjustments branch January 19, 2025 15:16
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants