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Lizard "Rework" #20328
Lizard "Rework" #20328
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Why didn’t you like the cold? |
They still take cold damage sooner, they just don't take more. I don't know why I laid it out like that, I'd honestly be fine changing that back. |
i approve the stat changes n shit idk if this is the sane way to do the food but for now fuck it w/e |
Will fix test fails tomorrow |
Thanks for the clarification, otherwise it sounded a little strange) |
I lied I'm doing it right now.
No problem. I also remember now that the point of it was to make emergency suits not completely unusable. You'll still die a lot faster, but not like, 3x as fast like you would before. |
i dont like the fact lizards cant eat pills please thats the only thing i wish for to be changed, considering my most important and main character is a lizard (im begging you) |
I don't know if I made it clear enough but when I said "meat, fruit and pills" I mean that's all they can eat- so they can already eat pills still. |
I still really don't like the diet restrictions here, at least outright disallowing it. Would be better for the future to do a rework of food at this point since this just kinda sounds like a temporary "fix" that will just stick around in the end. Or get rid of the diet restrictions. I don't really see a reason for lizards to be diet restricted in the first place. |
oh ok lol |
Lizards are already poisoned by chocolate, would it make sense to extend that as a food limitation rather than simply stopping them from eating altogether? Edit: Looks like this is accomplished with Theobromine and setting damages for animal stomachs. So it would require a lot of editing of solution effects. |
Thats kinda part of the "food rework" they were talking about. With the way food is coded right now its kinda hard. Plus making it toxic sounds kinda worse tbh. In 13 they can eat everything but stuff like grain or something like that gave you a mood debuff. We wont have moods here anytime soon... soooo |
Also, I think poisoning them is sort of unintuitive for new players because, at least with how it’s currently implemented for things like chocolate, people would just go to eat something they could as any other race then suddenly start dying. That seems weird when we have the ability to stop them from eating them anyways. |
Maybe if the cold damage modifier was replaced by something more unique like being getting cold over time (cold blooded and all, don't generate heat) and being unable to gain heat without a space pen or other drugs, warm clothing, or maybe make it so that when they get hugged they get a little warmer |
They used to have fairly good resistances which were removed, and this current resistances set mirrors moths (0.7 cold and 1.3 heat). I know heat is more relevant in combat, but given cold is the more common type environmentally I feel it'll balance out (and it's really easy to fix if it doesn't) |
Your math is wrong. Not only does that not check out additively (sec vest is 20% heat resist), damage modifiers in this game are multiplicative, so a lizard with a sec vest comes out to about 45% resistance |
The damage coefficients are multiplied, not the resistance percentages. 0.7 (species) * 0.8 (vest) to get 0.56 (44% resistance) |
Tests work locally- fairly certain test fail is erroneous. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Don't mind that, I'm just an idiot. |
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Nearly every time you added a tag, you've overridden the previously inherited tags by not including them, which is causing the test errors (among other bugs).
I had just hoped there weren't any. Damnit. |
Pizza and bread are the two I checked, but there's probably more. |
holt shit it works |
Pie and soup also need fixing. |
fixed 👍 |
Think the tags are all fixed / it's good |
@@ -980,6 +980,8 @@ | |||
- Trash | |||
- VimPilot | |||
- Mouse | |||
- DoorBumpOpener |
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Why was this added here?
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Probably an accident.
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Have removed it now, sorry
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liltenhead <104418166+liltenhead@users.noreply.github.com> Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Interrobang01 <113810873+Interrobang01@users.noreply.github.com> Co-authored-by: ike709 <ike709@users.noreply.github.com> Co-authored-by: ike709 <ike709@github.com> Co-authored-by: Alex <129697969+Lomcastar@users.noreply.github.com>
About the PR
Part of my Species Reworks, this gives lizards the ability to pull without hands, a diet restriction (Meat, Fruit, and Pills), and removes their random damage modifiers while toning up / down their notable ones to reasonable levels. Additionally normalizes their specific heat, removes their extra cold damage taken, and removes their random walking speed increase.
Why / Balance
To make lizards more unique as a species and remove their random damage modifiers, as discussed in this design doc.
This does outright disallow them from eating any other food (akin to moths). I'm not a huge fan of this implementation, but there is literally no way to do this otherwise that doesn't involve outright rewriting how food works.
Technical details
Any food I could find that was a fruit / meat has been tagged appropriately. This shouldn't break anything but it's possible (likely) I've missed a few, which can be fixed later.
Media
Changelog
🆑 Lank