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Cyborg Damage, Movement, and Power Overhaul #25252
Cyborg Damage, Movement, and Power Overhaul #25252
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Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Am conflicted about this. On one hand, being able to do something about that annoying cyborg chasing you around when you're doing antag stuff is great. On the other hand, being countered by a disabler when you're a nukieborg/malf/emagged/subverted seems like a pretty big nerf to those things. |
No more funny stun arm ::) |
Gonna update the description to make it more clear, my intent is that the normal sources of stamina damage like disablers and batons still won't be able to harm cyborgs, the stamina system will be used to replace the current ways to instant-stun borgs. |
Graphite Automations"Assign AA to relevant PRs" took an action on this PR • (06/17/24)1 assignee was added to this PR based on S34N's automation. |
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only a few small things
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>
…son/Paradise into borg-overhaul-project
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a few things. then it should be GTM (after config changes)
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>
What Does This PR Do
This PR will do a few things.
Exact mechanics of the power overhaul works like this:
The behavior for being de-celled is being merged into running out of charge. Either way, when your power source is gone you begin taking stamina damage every cycle of Life(). Cyborgs in stamcrit need to reboot, and cannot properly reboot without a power source. If the borg doesn't get re-powered by the time it would reboot, they die.
On the movement speed side of the PR, cyborgs start with the normal human movement speed, but as their components take damage or they take stamina damage they slow down. Both damage slowdown effects stack with each other.
EMPs and Flashes no longer instantly stun cyborgs, instead they deal 70 and 50 stamina damage respectively. In return, emagged engineering cyborgs no longer get a special instant-stun arm, and have been downgraded to a normal stunbaton.
While disablers and batons won't deal their stamina damage, ballistic projectiles still would, namely beanbag shells and the C20R.
Reboot_chime sound source: Achievement Accomplish Jingle App UI by CogFireStudios -- https://freesound.org/s/619840/ -- License: Creative Commons 0
shut_down sound source: No battery by DAN2008 -- https://freesound.org/s/710280/ -- License: Creative Commons 0
Please tell me if this is about to get fullmerged, There's a hard-coded speed up since config updates don't work during testmerges.
Why It's Good For The Game
Cyborgs have been a very contentious part of Paradise for the entirety of their existence. Their balance is always in a weird spot, their design has always been in a weird spot, and the playerbase's opinion of them has always been in a weird spot. Especially since the combat rework, everyone generally agreed that cyborgs' instant stun combat was unfun and outdated.
The changes to power come from my experiences being a de-celled cyborg. It's the worst, and having it kill the player is way more preferable to being stuck there. This allows them to stay conscious, while still threatening them and putting them on a timer.
Testing
Some testing, but I need to do more when I actually finish it.
Changelog
🆑
add: Cyborgs can now take stamina damage instead of being instantly stunned, and will need to reboot.
tweak: Cyborgs are conscious but slowly die when out of power, or without a power cell
tweak: Cyborgs now move at full speed, and slow down when they take damage.
tweak: Cyborgs need a power source to be revived.
tweak: You can put dead things inside a recharger.
tweak: Emagged engineering cyborgs now have a regular baton, instead of an instant-stunning arm.
/:cl: