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Minor teratoma buffs #3760
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Minor teratoma buffs #3760
Conversation
Generally, teratomas being self-sufficient similarly to flesh spiders is a good thing. It lets them focus more on being the little bitches they're meant to be. Also, I have never played teratoma, I've only played against them and they felt a little weak. That was with the teratoma having nanites. So I thought it'd be a good idea to give them similar regen by default. As for not breathing, it just makes sense since one of the best things they can do is mess up atmos by opening unsecured cans. Lings themselves might also end up making teratomas in spaced areas, so giving them basic survivability in those areas is good. Overall, this should bring them closer to being about half as powerful as original flesh spiders. The originals just outhealed everything imaginable. This is just to upkeep their health if they manage to escape. |
Teratomas are capable of using healing chems, no? This just seems like it'll bring them back to being just as annoying to put down as Flesh Spiders. Plus why would they not need to breath |
"Just as annoying to put" no. Gonna cut you off there. The point is to make them a little more self-sustaining than before. |
I would probably put the regeneration on their liver which is where they should have their chemical processing blocked. To avoid adding more to species. |
About The Pull Request
blame @RikuTheKiller for this (ask them to justify it, i was just asked to quickly open a PR)
Changelog
🆑
balance: Teratomas now have minor regeneration (1 brute/burn, 0.5 tox per second). This is linked to their liver.
balance: Teratomas no longer need to breathe.
refactor: Moved teratoma misfortune to be linked to their brain, rather than species.
refactor: Moved teratoma unconvertability to their mind/antag datum, rather than species.
/:cl: