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Dungeon enemies rebalance: Aberrant Flesh #1985
Dungeon enemies rebalance: Aberrant Flesh #1985
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…alance-Aberrant-Flesh
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Scanned the changes, they look alright, will fix up the merge conflicts and test locally.
Resources/ServerInfo/_NF/Guidebook/MobsHostileExpedition/aberrant_flesh.xml
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Please [color=yellow]note[/color] that the all usual server rules are still applicable. Additionally: | ||
- [color=red]DO NOT[/color] grief players by intentionally damaging the player's shuttle or any machinery inside. | ||
- [color=red]DO NOT[/color] grief players by hiding from them until the expedition timer runs out. | ||
- [color=red]DO NOT[/color] grief players by gibbing them. | ||
- [color=red]DO NOT[/color] grief players by intentionally destroying or hiding valuable loot in the dungeon. | ||
- [color=red]DO NOT[/color] leave the planet. |
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Interesting, should look into getting something like this into the xeno queen/space dragon mobs. Will see how it looks.
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It looks kinda fine, but perhaps this text suffers from the same issues any rules usually suffer: it might be defined too clearly which might be read by certain players as invitation to look for a way to grief without "technically" breaking any role rules. Idk. In any case, it's game admin issue.
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…ant_flesh.xml Co-authored-by: Whatstone <[email protected]>
…-station-14 into 2024-09-Dungeon-Enemies-Balance-Aberrant-Flesh
Resources/Prototypes/_NF/Entities/Mobs/NPCs/mob_hostile_expeditions_aberrant_flesh.yml
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I added a sprite for the "wet" visual effect to make fully formed aberrant flesh monsters and newborns more distinct visually. |
Not sure why RSI-validator test is failing |
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Meaning to get around to this, but should be in good shape, will double check before approval when I can.
Super excited to see this one go live, the changes are very cool and more ghost roles is always good. |
…-station-14 into 2024-09-Dungeon-Enemies-Balance-Aberrant-Flesh
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Added an icon to the bone spike action to match the dragon/baby dragon's spell (slight QOL improvement, lets you know you're trying to shoot darts)
Fixed up an older changelog entry (my own mistake), and cleaned up a reference to "BibleComponentComponent", which doesn't exist.
Might've fixed the issues with the RSI validator by running in 3.10 - looking at this, we could try and use the same "--break-system-packages" arg, hopefully it'd be isolated to the docker(?) instance, but at least jobs will pass/fail meaningfully now, even if this is a band-aid fix.
Changes seem good, let's go.
About the PR
Aberrant flesh
Desired mob-to-mob difficulty progression:
jareds -> golems -> miner -> flesh horror; clamps and lovers are there just to spice things up a bit.
Changes made:
Why / Balance
Testing the waters with this one, sort of speak. This is part of the rebalance attempt of every expedition faction group based on the data gleamed from this table. Overall goal here is to enforce difficulty progression both on mob-to-mob and on faction-to-faction levels.
Desired faction-to-faction difficulty progression (might change with feedback):
Aberrant flesh -> Carps -> Explorers / Punks -> Dinos -> Mercenaries -> Xenos -> Argocytes -> Silicones -> Syndicates -> Cultists
How to test
Media
Requirements
Breaking changes
Changelog
🆑 erhardsteinhauer