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Tweaks to events and city traits#1185

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FalloutFalcon wants to merge 3 commits into
DarkPack13:masterfrom
FalloutFalcon:fuseboxes-kinda-suck
Open

Tweaks to events and city traits#1185
FalloutFalcon wants to merge 3 commits into
DarkPack13:masterfrom
FalloutFalcon:fuseboxes-kinda-suck

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@FalloutFalcon

@FalloutFalcon FalloutFalcon commented Jun 30, 2026

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About The Pull Request

Why It's Good For The Game

Changelog

🆑
fix: Rainstorms work again
balance: All current events can now only trigger once
balance: if the faulty grid city trait is active it wont ALSO trigger the blackout event. Fuse-boxes should only break once therefore.
balance: Small chance for blackout to only MOSTLY fuck up a fusebox
/:cl:

@FalloutFalcon FalloutFalcon requested a review from a team as a code owner June 30, 2026 06:02
@chazzyjazzy

chazzyjazzy commented Jul 1, 2026

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why are we lessening events when we have a desperate need to increase the things that need to happen in the game every round

why not either make the priority_announcement work off a prob() or lower the prob() or the damage done to the fuseboxes (or both, or make it contingent on how many fuseboxes currently exist on-map since a disproportionate amnt of them are being broken from the event)

why also make it dependent on 'engineers' - that is just soft-removing the event

also, why make the szlachta attack only have 1 max occurrance, pve is good, it shakes up the round imo

@chazzyjazzy chazzyjazzy left a comment

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what id like to see is the blackout and the szlachta attack having unchanged max_occurrances, lowering the dmg from the blackout event (which you have already done), lowering the prob() for a fusebox to be damaged from the blackout event, and perhaps making a prob() for the priority_announce to even fire

i would also like to see a removal of the dependence upon the blackout city trait + engineers being present which all but soft removes the blackout event

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2 participants