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Port over regen modifiers #1558

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merged 8 commits into from
Jun 10, 2022

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KheirFerrum
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@KheirFerrum KheirFerrum commented May 20, 2022

Summary

SUMMARY: Balance "Allow regeneration to be modified by effects."

Purpose of change

Regenerating monsters currently don't push for smart approaches, preferring a more dakka approach that doesn't really encourage any kind of tactics.

Describe the solution

Port over #50439 from DDA which extends regeneration and allows effects like on fire, corroding and the like to modify the amount healed.

Change it to multiply regeneration by specific amount instead, instead of a flat addition/reduction, which should be more comfortable to use.

Describe alternatives you've considered

Disable regen entirely under specific effects.

  • System as is will allow that, and has more nuance to boot.

Testing

Spawned Debug Monster, used molotovs/acid bombs to set them on fire/give them acid burns. Tested that amount of reduction was appropriate, and that multipliers were being used correctly.

Additional context

Fixed several issues while I was at it. For one, heal function wasn't returning the amount healed but rather the difference between current hp and max hp. Furthermore, monsters did not suffer from the Corroding condition, meaning I couldn't trigger the effects of regeneration modifiers on them.

Finally, this should allow us to bump up regen on more monsters, like the experimental mutant that only regens 1 HP per turn, or even dissoluted devourers. That said, before we start doing this we need more and better ways to apply burning/corroding to monsters. Incendiary rounds seem somewhat unsatisfactory and acid bombs also make it near impossible to enter the area if you're melee or want to loot the corpse.

* Added moddable regeneration-modifers system for monsters

Co-authored-by: mrpal <parchiele@gmail.com>
Co-authored-by: actual-nh <74678550+actual-nh@users.noreply.github.com>
Co-authored-by: Kevin Granade <kevin.granade@gmail.com>
@KheirFerrum KheirFerrum changed the title Regen modifiers Port over regen modifiers May 20, 2022
Effect Intensity affects reduction
For whatever reason it was comparing to maxhp instead of current HP.
This won't "stack" on body parts as it does on players, might look into that another time.
@KheirFerrum KheirFerrum marked this pull request as ready for review June 1, 2022 19:16
@Coolthulhu Coolthulhu self-assigned this Jun 5, 2022
@Coolthulhu Coolthulhu merged commit 446aa30 into cataclysmbnteam:upload Jun 10, 2022
@Coolthulhu
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It's a bit hard to test with current UI because it doesn't show the heal amounts, but onfire+corroding sludge crawlers are clearly less able to regenerate than healthy ones, so it works.

@KheirFerrum
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It's a bit hard to test with current UI because it doesn't show the heal amounts, but onfire+corroding sludge crawlers are clearly less able to regenerate than healthy ones, so it works.

Yeah, for the duration of my testing I had it print the results from the heal function, it's how I learned that it doesn't function as intended.

@KheirFerrum KheirFerrum deleted the Regen-Modifiers branch June 18, 2022 05:10
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3 participants