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Trait Changes #1824

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EctoplasmIsGood
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@EctoplasmIsGood EctoplasmIsGood commented Feb 19, 2025

Description

Some tweaks to a bunch of traits, also makes the thermographic scanner worth 8 points by turning it into a toggle (hopefully). These are almost all authored by Raikyr, with slight changes thrown in by me.


TODO

  • Add downside to thermal vision toggle

Changelog

🆑
tweak: Removed Mind over Machine from Cyber-Eyes Modules
tweak: Renamed Thermal Vision and Night Vision to be more in line with Older modules
tweak: Buffed Striking Calluses to no longer require humans martial artist only and +1 to damage
tweak: Buffed Spinarnette, no longer makes you hungrier and is cheaper
tweak: Buffed Platelet Factories, increased value healed by 5 times and damage cap to account for people who have health traits past 200 max HP and Lamias

Signed-off-by: EctoplasmIsGood <[email protected]>
@github-actions github-actions bot added Status: Needs Review Someone please review this Changes: Localization Changes any ftl files Changes: YML Changes any yml files and removed Status: Needs Review Someone please review this labels Feb 19, 2025
@EctoplasmIsGood
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8 points + the points requires for cyber eyes basic makes thermal toggle balanced IMO. In the future I might add a downside, likely eye damage with prolonged use.

@EctoplasmIsGood
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To balance it out, having the trait now passively does .3 burn damage to you constantly. I don't actually know what a good number for this would be, so it'll be at .3 until another number is suggested.

I'd like for it to only do burn damage when the vision is toggled on, but I have no clue how to code that so I wont.

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Raikyr0 commented Feb 20, 2025

Raikyr changes -
tweak: Removed Mind over Machine from Cyber-Eyes Modules
tweak: Renamed Thermal Vision and Night Vision to be more in line with Older modules
tweak: Buffed Striking Calluses, requirements mostly removed and damage increased (from +1 to +2)
tweak: Buffed Spinarnette, no longer makes you hungrier (hunger cost from 4 to 1) and lowered cost (from -4 to -3)
tweak: Buffed Platelet Factories, amount healed (from 0.07 to 0.35) and damage cap (from 200 to 400)
tweak: Buffed Nanite Auto Repair Bots, damage cap increased (from 200 to 250)

Ecto changes -
tweak: Changed Thermal Vision to a Toggle, added a burn while on (0.3)

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@CerberusWolfie CerberusWolfie left a comment

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Honestly, this entire PR is crazy.

You're intending to remove the Mind over Machine / Machine over Mind aspect for the Cyber-Eyes and pretty much outright buffing these with no downside.

I don't think this is at all balanced. On top of it, you're implementing a system of passive damage without implementing the feature you would like to do. If you want it to only burn while the goggles are on, then learn and work towards that goal. Don't just implement a passive system that is going to burn someone off rip for the entire game without ever being able to stop it...

@@ -469,37 +469,23 @@
inverted: true
jobs:
- Prisoner # Bionics should be "Confiscated" from long term prisoners.
- !type:CharacterSpeciesRequirement
species:
- Human # Entirely arbitrary, I've decided I want a trait unique to humans. Since they don't normally get anything exciting.
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You're completely removing the point of this requirement and devaluing humans even more.

functions:
- !type:TraitReplaceComponent
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Balancing this with a burn is insane. .3 is a lot over time and requires you to constantly heal. This will just be pointless for rounds that are over an hour long and will result in people never taking it.

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thats because its for debug and its not done at all. I'm just trying to learn how components work.

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This PR is nowhere near done. Its being balanced, and changes are being made as I learn. I'm currently trying to find out how to make it so you take damage over time while the thermals are active, but frankly I'm clueless.

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3 participants