Thrive
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Give additional glucose that can be gained when digesting engulfed cells
Brief Description of What This PR Does
Along with organelles initial composition, digesting cells now also give bonus glucose, the amount of which is the third of that cell's compounds storage capacity.
Further balancing with this if warranted is welcome.
Related Issues
To address players' gripe regarding digesting cells giving too few glucose to be sustainable.
Progress Checklist
Note: before starting this checklist the PR should be marked as non-draft.
- [x] PR author has checked that this PR works as intended and doesn't break existing features: https://wiki.revolutionarygamesstudio.com/wiki/Testing_Checklist (this is important as to not waste the time of Thrive team members reviewing this PR)
- [ ] Initial code review passed (this and further items should not be checked by the PR author)
- [x] Functionality is confirmed working by another person (see above checklist link)
- [ ] Final code review is passed and code conforms to the styleguide.
Before merging all CI jobs should finish on this PR without errors, if there are automatically detected style issues they should be fixed by the PR author. Merging must follow our styleguide.
i don't think engulfment whole really needed a buff. it's eating the organelles outside a cell that needs a buff.
i don't think engulfment whole really needed a buff. it's eating the organelles outside a cell that needs a buff.
The main reason is just that glucose clouds will eventually disappear, and cells who evolve engulfing as an alternative to getting glucose need to be able to get enough glucose from engulfing so that they don't have to rely on finding clouds, or photosynthesis, or some other means.
i don't think engulfment whole really needed a buff. it's eating the organelles outside a cell that needs a buff.
The main reason is just that glucose clouds will eventually disappear, and cells who evolve engulfing as an alternative to getting glucose need to be able to get enough glucose from engulfing so that they don't have to rely on finding clouds, or photosynthesis, or some other means.
they already can, i play with glucose retention as low as possible and the glucose clouds vanish very fast. and i don't starve for lack of getting glucose from engulfing whole.
While it is harder to play pure predator this seems largely to do with the rate the player uses glucose, IE this will do nothing to fix pure predators who kill for a living because the glucose you get from eating the organelles is even less.
My thoughts: Organelle and membrane itself consists of various elements that can be digested. (See organelles.json initialComposition
) I think engulfing a floating chunk (or a cell) should grant this part of elements to engulfer.
I've now reduced the amount a bit and to address organelles consumption, also added the bonus glucose to the dropped organelles as it makes sense to do the same for both @yowshi.
@84634E1A607A That's already the way it works in the game?
@84634E1A607A That's already the way it works in the game?
Is it? I think I made many vain attempts to engulf chunks / cells, yielding no phosphate at all.
https://github.com/Revolutionary-Games/Thrive/blob/f231a6970d73a492daf4230744ee724e3f8972f1/src/microbe_stage/Microbe.Interior.cs#L601-L609
That's the code. I can't say for sure, but you can do some debugging to see what was the actual compounds contained in the consumed objects + additional compounds and check whether that matches with what you get.
So it's not included on death because the only usage of this func is in EngulfedObj
Nor when a floating chunk is engulfed
I'm assuming you mean the corpse chunks? With my recent change, those also should give approximately the same amount of compounds (minus some lost to the environment) when you engulf cells whole. Marine snows have theirs defined in json, so if you want them to have more compounds, it needs a separate balancing pass.
Just tested this and it felt like a good change. Cells definitely should yield glucose, alongside ammonia and phosphate. One day we need to look at making cells yield glucose as part of their organelle composition cost (Nutrient Cost), but for now this is a good feature. It helped make a hunter build a lot more viable.
Any other people had a chance to playtest this?
Works great on the gameplay so I agree with Nick in the okay.
I do anticipate possibility of needing to lower the bonus glucose as part of the future balance pass though (Less glucose consumption so there's less need for it). Switching to the 0.x multiplier as hh suggested can make this easier to understand and tweak.
what dev build is this listed under so i can give it a play test?
The latest commit on this branch is ca2026613c2d97db4bd60337d0968b3d6b50d797
which you can find by scrolling through the event feed on this page.
We are currently in feature freeze until the next release. If your PR is not just a simple fix, then it may take until the release to get reviewed and merged.
I'll mark this for the release after 0.5.10. If nothing else I can fix the code style problems in time for that, as long as I remember to do that.
Can't approve my own PR but this is good to go!