Ongoing pathology fixes changes #6569
Draft
+339
−570
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About The Pull Request
Why It's Good For The Game
Virus extraplators
Currently their alternative mode dont serve much purpose since we removed variants from ever appearing naturally. It can give a little information about diseases and its symptoms without having to lug an antibody scanner around. Ideally, it would give other information like disease stage. But future PR's and I hate TGUI. So I'll avoid it where I can.
Common cold is a 'Viral Infection'
Simple clarification. The common cold is a viral infection, which apparently is not a virus from my 5 seconds of googling and is good clarification for disease dishes.
Longevity syndrome does not affect toxin lovers.
This will be the most controversial of the changes but I feel like overall change that is healthier for an oozeling players or the like. Reading through the code and description of longevity it is meant to be a fountain of youth. Keeping whoever is infected forever young. And when they get cured? Suffer all those years they cheated through the disease. Unlike say, antitox syndrome which heals specifically toxins and seems intended t 8000 o have that effect.
A key thing is how the toxins lovers work. Whenever they revert to a core they lose their body. Which also reverts their antibodies back to the start. Leaving them more vulnerable.
Either way to help balance out these changes I've gave a small nerf to their overall healing 5x to 4x. Small but adds up in the long run, and increased backlash from 0.2 of total healing to 0.5 of total healing. Meaning now more often than not, curing can result in a fatality if used as a crutch.
Anima syndrome fix
Simple bug fix. It would call for the location of the syndrome, not the user, meaning that they will never spawn in the first place as its nullspace or something.
Regeneration coma nerf
Regeneration coma is one of the strongest symptoms in the game. S tier undoubtedly. While A tier symtomps are the ideal, something being so good in lou of alternatives becomes a issue. Currently as its numbers are nice and it's consistent in its activation. We're trying to balance out its hard crit and soft crit numbers, some, while keeping the sleeping around the same as it was.
This change turns its hardcrit, soft crit, and sleeping healing from
13, 7.5, 3.75
to
10.8, 6, 3.6.
I'm trying to be conservative with the changes as making regeneration coma too weak is exponentially worse than making it too strong. As being unable to play/see (Permenantly unconscious is not a fun mechanique. (Its why folks hate cyro).
Converting old symtomps.
Plenty of old symptoms in pathology were non-functional due to actually being virology symptoms.
The list of currently converted/fixed symptoms is...
Changelog
🆑
add: Headache syndrome is now a mixture of old viro and new patho.
qol: Extrapolators secondary feature now can be used to see some minor disease information.
balance: Longevity syndrome no longer heals toxins on toxins lovers or toxin immune.
balance: Longevity syndrome has received a slight healing nerf. (5 brute/burn -> 4)
balance: Longevity syndrome cure backlack has been significantly increased. (0.2 of damage healed -> 0.5)
balance: Regeneration Coma max multiplier has been reduced. (15 -> 12).
balance: Regeneration Coma no crit threshold has been reduced. (12 -> 9)
balance: Regeneration sleeping multiplier has been increased to keep in line with before. (0.25 -> 0.3)
fix: Anima syndrome will now actually create pathogenic clouds
fix: The common cold is a 'Viral infection', not a virus. Also good for clarity as they function differently in-game.
fix: Flesh death, Dizziness, and Flesh eating will now actually function.
code: Extrapolators can no longer be used to retrieve variants or use scanners in code
/:cl: