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Psionic Refactor/Rework Part 1: All The Powers, Latent Psychics. #932
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: VMSolidus <[email protected]>
you could easily just require the component for the objective to be added, but its still a shit objective either way |
Yea I had considered fixing it so that you can't get that objective without the component, but also came to the conclusion that it wasn't worth the effort doing that to fix what is objectively the worst traitor objective in the game. Technically the workaround to getting the objective done without the trait is to kill yourself in such a way that medbay is forced to clone you. Easily done by emagging two donut vendors and eating a pair of amatoxin donuts. But now my question is, "Why not just actually do your antag thing and feed the amatoxin donuts to somebody?..." |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: Debug <[email protected]>
It seems like there is 0 intention to fix this here. But I'll just copy the code whenever it's merged into the hard fork. |
I assume you're aware that this is going to touch a lot of Wizcode? |
Bad design if it does. All of this could be done with minimal or no risk of merge conflicts from what I see in this pull request |
* allow cloning living people * fix client --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
About the PR
This is Part 1 of 3 for my project to completely rework the entire Psionic systems, and everything else adjacent to them. Since the Psionic Systems are so all encompassing, I have elected to split the Refactor into three distinct refactors, each focused on one specific slice of Psionics.
Part 1: Powers
Part 2: Golemancy & Psychic Threats
Part 3: Glimmer Systems
This PR addresses a vast number of issues with nearly every psychic power in the game, making improvements to player experience across the board. I am also making system improvements in the code behind the scenes, with new additions that allow contributors to create all new types of items, entities, and powers. These systems are being made more interactive with each other.
Some of the powers are getting new use-cases being added, while others are getting substantial reworks. Additionally, Pyromancy & Noospheric Zap are being completely reworked into powers that can actually be used by players. There will no longer be such a thing as a power intended solely to be used by monsters. If a new psychic power is to be added, it must be obtainable by players through the same means as all other powers. Therefore it must be designed to be used by players.
That being said, with the addition of some new systems, it is still possible to have monsters cast powers far more powerfully than players, or unlock use-cases for powers that are otherwise difficult for players to obtain. This is accomplished through the new system of Psychic Amplification & Dampening.
Latent Psychic
Latent Psychic is a new trait that is intended to serve as an opt-in to Psionics during character creation. This essentially allows players to decide in advance if they want to interact with the game's Psionics system, effectively letting players roleplay around psionics without needing to be concerned about random chance, or to select a role that starts psionic by default. Latent Psychic takes the place of the original PotentialPsionicComponent, and has a few changes to it from the original system:
Metapsionic Pulse
Metapsionic Pulse now has two active abilities, which share a cooldown. Wide Pulse acts like the pre-rework version, and is unchanged save for being refactored. Narrow-Pulse is the new ability, which acts as a more specialized, focused use of the power. Narrow-Pulse is a short range targeted ability, which if not interrupted, will provide its caster with more detailed information about the target. As a rule, it will never give information in a direct form, players will be expected to carefully read the information, and decide for themselves what it means.
Narrow-Pulse gives cryptic information related to the following conditions about a target:
Whether or not the target is a Latent Psychic
Whether or not the target is psychic, and has unique flavor text setup for when it is scanned. All innately psychic entities should have special flavor text set aside for when scanned by a Narrow-Pulse. That includes things that wouldn't have powers, such as Oracle & Sophic Grammateus.
What powers, if any, does the target have?
Implement Narrow-Pulse.
Invisibility
Invisibility has been reworked into a timed ability. When activated, a character turns invisible for 30 seconds. This time limit is increased by amplification, and decreased by dampening. As a tradeoff for this, characters are no longer stunned when voluntarily exiting invisibility. Characters are still stunned when being forced out of invisibility, such as by taking damage, being dispelled, etc.
Invisibility is automatically ended early when making any kind of potentially hostile action. Which includes swinging a melee weapon, shooting a gun, and throwing anything. This however counts as a "Voluntary" exit, and does not stun the user.
Dispel
Not a lot needs to change with this power. However it does have some entirely unique numerical interactions with other system. Notably, it will have an offensive component in the form of Dispel Backlash. Dispel is also unique among powers in that it does not increase Amplification, and instead significantly increases Dampening. This makes Dispel users into a general sort of "Antimage" archetype. This power is by design seemingly boring, yet one of the most useful of all powers. I don't actually need to significantly buff it, but adding a niche offensive use-case will go a long way towards changing player perception of the power.
Telegnosis
Also not a lot to change here, mostly bugfixes. But I'm also reworking what happens when someone messes with the body of a Telegnosis user, or their projection.
Regeneration
This power is receiving a new use-case, that of a self-resuscitate mechanic. If Regeneration is not on cooldown at the exact moment that its user is brought into a crit state, a special higher power variant of the power activates. After a 7 second delay, the user's body is injected with a mixture of prometheum & epinephrine, while a flavor text popup appears alerting people nearby that the body is "visibly regenerating". This "Self revive" mode has a significantly increased glimmer usage, and shares its cooldown timer with the main ability. Regeneration "Self Revive" cannot save its user from death, since a dead body cannot benefit from chemicals anyway.
Mass Sleep, reworked to Regenerative Stasis
Mass Sleep is being completely replaced with a new targeted version of Regeneration. Upon completing a short channel(which doesn't require the caster to stand still, but can be interrupted), it injects the target with prometheum, while also putting the target to sleep for the duration of however long it takes the body to process said prometheum. This is done to address Mass Sleep's status as a "Shitter Power", since in practice it was essentially only used by people to troll the crew.
Mind Swap
Just some small changes to make it less of a shitter power. Mind swap is getting some exit conditions added, in which the user is automatically shunted back into their original body(whether it is intact or not). This is mainly to address a downright shocking meta of mind swap traitors activating a minibomb, and then swapping to the captain a moment before the bomb goes off. While I applaud the creativity involved, this really isn't something I want to encourage.
Pyromancy/Noospheric Bolt, Full Rework into the "Elementalist" family of powers
Pyromancy & Noospheric Bolt are being fully reworked into a set of powers that follow an "Elementalist" archetype of casters. Elementalists have higher than normal amplification, making them inherently more unstable or dangerous than other psychics. Each power has an offensive component, as well as one or more niche utility uses.
These offensive abilities all share a common theme of having more significant interactions with power level than others. Without substantial increases in Amp, the elemental powers only have minor offensive use. As an important note, creatures intended to natively be "Elementalists" such as the Ifrit, are intended to come packaged with InnateAmplification, so that they by default cast these powers at a higher level than baseline.
Pyromancy for instance is being changed to have an active component that creates a throwable fire orb, whose stats and effects are strongly dependent on the caster's Amplification. For example, a baseline human psychic with no other sources of Amplification can create a fire orb that deals 5 points of fire damage when thrown. Having higher amounts of amplification results in more potent uses of it, such as adding an explosion effect, increasing the damage, etc. For utility, Pyromancy adds some niche verbs, such as the ability to weld objects, light cigarettes with their mind, or set some flammable substances alight.
Technical details
TBD, fill out as I check off objectives.
Media
Removal of BecomePsionicObjective
This has essentially always been a bad traitor objective, since it does not require any form of antagonistic behavior, nor any interaction with any other player. Additionally, its fundamentally incompatible with the changes to who can become Psionic, since being Psionic in the first place is now something you do by opt-in(or accidentally via Metempsychosis). If a player chooses to not be a Latent Psychic, the BecomePsionicObjective essentially becomes impossible.
Breaking changes
Changelog
🆑 VMSolidus