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Xeno Mutations/Personal Upgrades #16711

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Runian
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@Runian Runian commented Oct 28, 2024

About The Pull Request

Port of PMC-Unga-Marines/Unga-Marines#308.
The balance has been de-russified with some upgrades being implemented differently (e.g. regeneration/crush).

There are new building blessings that Xenomorphs can purchased via Psy Strategic Points.
Each building can be purchased up to 3 times:

  • Shell Chamber (250)
  • Spur Chamber (200)
  • Veil Chamber (300)

Sprites of the buildings appear in the order listed above:
image

The Blessings button is now visible to all, however it is disabled if you are not allowed to use it.
Xenomorphs can access a new menu via a button in Hive Status as seen here (outdated):
image
image

The hive now has a resource called "biomass" which can be gained by draining or cocooning.
Draining gives 15 biomass while cocooning gives up to 30 biomass overtime (including completion).
Biomass can be used to purchase upgrades. The cost of purchasing upgrades depends on their caste's tier:

  • T1: 15
  • T2: 20
  • T3: 25
  • T4: 30

Upgrades can only be purchased if their respective building is built.
Only 1 upgrade per category can be purchased. Purchasing an upgrade from the same category will replace it with no refund.

Each upgrade scales with the amount of buildings there are. List of all upgrades and category they are in:
Shell

  • Carapace: Increases all hard armor by 1/2/3.
  • Regeneration: Every time you heal your wounds by being on weeds, regenerate 0.8%/1.6%/2.4% max health and 0.167/0.333/0.5 sunder. This is not affected by regeneration power.
  • Vampirism: When you slash a living human, heal 10%/20%/30% of damage dealt.

Spur

  • Celerity: Move -0.05/-0.1/-0.15 faster.
  • Adrenaline: Every time you regenerate plasma by being on weeds, gain 5%/10%/15% more plasma regeneration and 1%/2%/3% of your adjusted maximum plasma. It is doubled if rested.
  • Crush: Deal a second instance of damage that is 33.3%/66.6%/100% of your melee damage with 15/30/45 AP to objects.

Veil

  • Focus: Increases your melee damage by 1/2/3.
  • Pheromones: Allows you to emit pheromones that increases in range and power for each building that exists. For castes that do not have pheromones, it is emitted at 1.25/1.5/1.75 power. For those with pheromones, their current pheromones is increased by 0.25/0.5/0.75.
  • Trail: Leaves a trail underneath you randomly every time you move. The odds increase by 10%/20%/30%. Options are acid and thin sticky resin; it can be changed by clicking the status effect icon. Acid trail lasts a random time between 2-5s.

Biomass carries over through evolution, however upgrades do not. Caste swap/evolve at your own risk.
Note: This is only for Nuclear War as Xenomorphs in Crash do not get psydrain or cocoon.

Changes (First Testmerge - 12/8/24):

  • Cocoon gives no biomass initially (down from 15), gives 0.1 biomass every 5 seconds to all, and 4 biomass to all on completion (up from nothing).
  • Minions & Hivemind cannot get biomass.
  • Toxin injects one tick/cycle's worth instead of 1u.
  • Sticky thin resin from Trail lasts 3 seconds instead of forever.
  • Biomass can be seen in the Status Tab instead of having to go through the upgrade menu to see it.
  • Shell cost 300 -> 250, Spur cost 250 -> 200, Veil cost 200 -> 300
  • Pheromones scaling 1.00 -> 0.75.
  • Trying to stack pheromones will boost it instead of making an useless aura.
  • Trail scales from 33/66/100 instead of 50/75/100.

Changes (12/8/24 - Now):

  • Biomass is no longer an individual resource per xeno. It is now group resource for the hive.
  • Drain gives 15 biomass to the hive.
  • Cocoon gives 0.3 biomass per 5 seconds and 12 biomass on completion which totals up to 30 biomass.
  • Toxin Mutation has been replaced with Focus Mutation which is a simple +1/2/3 melee damage increase.
  • Pheromones scaling 0.75 -> 0.25.
  • Trail Mutation has been replaced with Camouflage Mutation. It grants various stealthy effects: slient step (1), immunity to tactical sensor detection/pings (2), and stealth that is lost on taking damage & regained when healing (3).
  • Vampirism heals 10%/20%/30% based on damage dealt making it better against no/low-armor enemies.
  • Carapace no longer gives soft armor. It now gives hard armor of 1/2/3.

Closes #16737

Why It's Good For The Game

Adds scalability that isn't "evo tower primo / resin silo we need more xenos" to xenos that is similar-ish to marine's req which rewards not dying (because dying means you can't have this cool thing).

Changelog

🆑
add: Xenomorphs can get biomass by draining or cocooning.
add: Xenomorph upgrade chambers can be built and allows using biomass to buy personal upgrades.
/:cl:

@tgstation-server tgstation-server added Sprites Changes to .dmi file. Feature New interesting mechanics with new interesting bugs labels Oct 28, 2024
comfyorange added a commit that referenced this pull request Nov 24, 2024
comfyorange added a commit that referenced this pull request Nov 26, 2024
comfyorange added a commit that referenced this pull request Nov 27, 2024
@Pariah919
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Pariah919 commented Dec 6, 2024

Trail: Leaves a trail underneath you randomly every time you move. The odds start at 50% and increases by 25% for each building after the first up to 100% . Options are acid and thin sticky resin; it can be changed by clicking the status effect icon. Acid trail lasts a random time between 2-5s.

I've actually read this properly now and have realized this is insanely gamebreaking

comfyorange added a commit that referenced this pull request Dec 6, 2024
@Lumipharon Lumipharon added the Do Not Merge Pull request should not be merged due to design conflict or being a temporary change. label Dec 8, 2024
@Lumipharon
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This has serious gameplay issues, on top of actual broken balance. Either way, it can't be merged as is.

@Kuro020
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Kuro020 commented Dec 8, 2024

I believe this needs the points to be shared between everyone, as is it creates a unhealthy gameplay of xenos trying to fuck each other over for points

Also the mutators themselves need some tuning down, mostly the veil section, every one of the veil upgrades are broken

@FunkyMonke47
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honestly, it even being tied to draining people, or cocoons, is kinda cringe. Like, right now since cocoons give points to everyone, it just takes a couple marines cave diving or getting fished to grief their entire team, and suddenly every xeno has an upgrade. (wow, it's like a xeno version of req :) )

comfyorange added a commit that referenced this pull request Dec 8, 2024
@Runian Runian requested a review from spookydonut as a code owner December 8, 2024 23:20
@ivanmixo
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ivanmixo commented Dec 9, 2024

I am vehemently against adding yet more transparency mechanics to the game, let alone hive wide ones. Absolutely abhorrent.

@Pariah919
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Biomass is no longer an individual resource per xeno. It is now group resource for the hive.

Guh? Does this mean that you can buy anything as anyone? Is it hive leader dependant

Drain gives 15 biomass to the hive. Cocoon gives 0.3 biomass per 5 seconds and 12 biomass on completion which totals up to 30 biomass.

W/E

Toxin Mutation has been replaced with Focus Mutation which is a simple +1/2/3 melee damage increase.

1-3 damage doesn't 'look' like much but its the difference between a carrier and a ravager in damage. This is equally as pretty nuclear.

Pheromones scaling 0.75 -> 0.25.

This is still busted. You shouldn't be able to gain or change pheromones period. They're heavily structured for a reason. I don't like king giving 6 already. 7 seems like it'll border on busting a bunch of castes to absurd soft arm or regen levels.

Trail Mutation has been replaced with Camouflage Mutation. It grants various stealthy effects: slient step (1), immunity to tactical sensor detection/pings (2), and stealth that is lost on taking damage & regained when healing (3).

Somehow, against all odds you've replaced the dumb trail with something even more busted. In what world is giving any caste 'temporary' transparency a good idea? I don't care if its the 'tier three'. Just conceptually this is broken.

Vampirism heals 10%/20%/30% based on damage dealt making it better against no/low-armor enemies.

Why do we need to give any caste the ability to lifesteal anyway..?

Carapace no longer gives soft armor. It now gives hard armor of 1/2/3.

Carapace seems now nearly useless. Removing 3 AP is nigh unnoticeable.

This once again seems like the system just doesn't mesh with how xenomorphs are balanced as a faction. Their numbers are hyper compressed. Giving something like 2 melee damage and 10 armor can easily make your carrier go from midtier t2 levels to being a ravager stat wise or other absurdities. If you want this to actually work without the game buckling under the stress (and being merged in a state that Kurrito doesn't just push it through because of him seeing 'xeno' and 'huff of content' on the PR) you should seriously consider making this be a bought thing by the ruler to buff castes on a caste by caste basis.

@Runian
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Runian commented Dec 9, 2024

I feel like it requires changes that are, at this point, too much to make this viable. Numbers have to be low enough so it doesn't feel overpowered. Certain mechanics shouldn't be touched ever. It has to be to impactful enough that it is a reasonable alternative to primo or just another resin silo, but not enough impactful that a couple bad marines could be the downfall of their entire team.

I'm closing this for these given reasons.

@Runian Runian closed this Dec 9, 2024
@Lauwma
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Lauwma commented Dec 9, 2024

Such a shame

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Do Not Merge Pull request should not be merged due to design conflict or being a temporary change. Feature New interesting mechanics with new interesting bugs Requires Testing PRs stable enough for testing, expecting minor changes. Sprites Changes to .dmi file. UI We make things worse, but rounder
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puppeteer cant drain.