Imidazoline, Alkysine, and Peridaxon rebalance
About the pull request
This is a minor nerf to Peridaxon and a balance nerf to Imidazoline and Alkysine. Also changes the
Changes to organs: All organs, except for the heart, are now considered 'broken' at 40 damage. The heart still breaks at 30 damage.
Changes to Imidazoline:
- Imidazoline will no longer heal eye damage; it instead acts as Peridaxon and removes side effects from eye damage and stabilizes them until surgery.
- Imidazoline will not work after the eyes have accumulated 40 or more damage. Get yo ass to surgery to fix your eyes.
Changes to Alkysine:
- Alkysine will no longer heal brain damage; it instead acts as Peridaxon and removes side effects from brain damage and stabilizes it until surgery.
- Alkysine will not work after the brain has accumulated 40 or more damage.
Changes to Peridaxon: If an organ is broken, peridaxon will stop working. This forces marines to get their asses to surgery and get their shit fixed so they're not guzzling down peridaxon like they're in need of water during a heat wave.
CHANGES HAVE NOT BEEN TESTED!
Explain why it's good for the game
-
With the way things are now, ImiAlky replaces brain and eye surgery, and you can stave off internal organ surgery indefinitely so long as you have Peridaxon in your system, even if your organs are hanging by a thread. This unfortunately makes internal organ repair surgery, brain repair surgery, and eye surgery obsolete, which should constitute for at least half of the surgeries doctors should be performing in the OR. No more. Get your ass to surgery once your meds stop working.
-
With the new influx of patients, the Field Doctor cannot handle them all and will be forced to swallow their pride and send the extra patients to the Almayer. Finally, shipside doctors will have something to do besides play with larvae all day.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the <details> tags.
Changelog
:cl: Drathek, Puckaboo2 balance: Imidazoline and Alkysine no longer heal eye and brain damage, respectively. Instead, they act as Peridaxon and stave off side effects until the wounded can head to the operating room. balance: Any medication that staves off side effects of organ damage will no longer work if organs are 'broken.' This includes Imidazoline, Alkysine, and Peridaxon. This forces marines to head to the operating rooms if medics run out of those chemicals. balance: All internal organs now break at 40 damage, save for hearts, which still break at 30 damage. code: Tweaked Imidazoline, Alkysine, and Peridaxon descriptions. /:cl:
While I agree Peridaxon needs a nerf, these changes to I and A strongly and negatively influence botany for RnD.
It prevents having round start reliable guaranteed species mutation for plants. Which botany was clearly designed around.
There also is a bug with botany species mutation stacks that is worked around by oculopeutic of imidazoline.
It unnecessarily inflates the number of traits in the RnD pool.
Not to mention the knock on effects that eyewear for eye protection becomes mandatory. Plus head targeting as balance will become a significant issue as brain and eye damage are the most crippling organ damages in the game.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Also I will consider if rather than being completely ineffective when organ hits broken, it is just reducing the effects by 1 tier (e.g. while under the effects of peri/ia you get no effects if bruised (current behavior), and bruised effects if broken).
Also may need to have IA be standard issue.
Huge MARINE nerf as a xeno loving queen fearing xroglodyte. I will be GLADDLY aiming head and making marines wasted 15 minutes getting surgery
So IA is now just a worse Peridaxon? What's the point of Imidazoline, Alkysine or IA if Peridaxon just outmatches them all? In 100% of cases it's just better to take 2 bottles of peri than a bottle of peri and a bottle of IA
Conflicts have been resolved. A maintainer will review the pull request shortly.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Conflicts have been resolved. A maintainer will review the pull request shortly.
So IA is now just a worse Peridaxon? What's the point of Imidazoline, Alkysine or IA if Peridaxon just outmatches them all? In 100% of cases it's just better to take 2 bottles of peri than a bottle of peri and a bottle of IA
Peri cannot do anything that IA can with this PR
While I agree Peridaxon needs a nerf, these changes to I and A strongly and negatively influence botany for RnD.
It prevents having round start reliable guaranteed species mutation for plants. Which botany was clearly designed around.
There also is a bug with botany species mutation stacks that is worked around by oculopeutic of imidazoline.
It unnecessarily inflates the number of traits in the RnD pool.
Not to mention the knock on effects that eyewear for eye protection becomes mandatory. Plus head targeting as balance will become a significant issue as brain and eye damage are the most crippling organ damages in the game.
I pushed a commit that fixes all this. Plants will still get their buffs.
Why are the OCP and NRP traits now rare?
It is incredibly rare to get these two from the massive list of peutic traits and other commons specifically at round start. Why mitigate RnD ability to resolve this issue?
Why are the OCP and NRP traits now rare?
It is incredibly rare to get these two from the massive list of peutic traits and other commons specifically at round start. Why mitigate RnD ability to resolve this issue?
Intentional to make it so research just doesn't automatically make old IA at round start. Kivts will probably come by later and rebalance them so there's combinations to reach them)
I wrote the reaction_hydro_tray functionality for the Contracts rework, and I added zero new properties while doing so only reusing existing ones. I dislike the approach of adding new properties in general. You would have a better approach making Weak organ healers (level 4 or below, whatever) produce the stabilizing effect and higher level organ healers produce a healing effect.
There is no reason to divide it into multiple properties. Play research if you are going to work with chemistry/properties because a horrendous amount of seemingly irrelevant stuff is round breaking for research. Also IF research decides to spend credits to make IA that's desired game design, more granular impact and defunds super stims. It should not be considered an issue if research decides to spend their limited resources on a medical drug that simplifies medical triage.
My design philosophy for modifying existing properties instead of creating new ones is simple. The vast majority of existing properties have no gameplay use outside of 1 situation. It may be harder to implement but we have alot of properties, and they ALL can use significant fleshing out before adding new properties are needed. Its why I added the mutation controller properties to the organ healing and stabilizing properties ONLY its a confusing concept but organ harmers stopping plant mutations and organ healers forcing plant mutations was a very simple logic. Now that structure is all mixed up with that PR.
very simple pseudo code
oculopeutic/process if level < 5 Do the stabilizing thingy if level > 5 Do the healing thingy
Ngl this heavily seems like a spite pr as a reaction to people wanting roundstart IA
I wrote the reaction_hydro_tray functionality for the Contracts rework, and I added zero new properties while doing so only reusing existing ones. I dislike the approach of adding new properties in general. You would have a better approach making Weak organ healers (level 4 or below, whatever) produce the stabilizing effect and higher level organ healers produce a healing effect.
There is no reason to divide it into multiple properties. Play research if you are going to work with chemistry/properties because a horrendous amount of seemingly irrelevant stuff is round breaking for research. Also IF research decides to spend credits to make IA that's desired game design, more granular impact and defunds super stims. It should not be considered an issue if research decides to spend their limited resources on a medical drug that simplifies medical triage.
My design philosophy for modifying existing properties instead of creating new ones is simple. The vast majority of existing properties have no gameplay use outside of 1 situation. It may be harder to implement but we have alot of properties, and they ALL can use significant fleshing out before adding new properties are needed. Its why I added the mutation controller properties to the organ healing and stabilizing properties ONLY its a confusing concept but organ harmers stopping plant mutations and organ healers forcing plant mutations was a very simple logic. Now that structure is all mixed up with that PR.
very simple pseudo code
oculopeutic/process if level < 5 Do the stabilizing thingy if level > 5 Do the healing thingy
You are right. I do not play research. This was a collaborative effort of Drathek and I in a bid to help me learn how to code.
Yeah if you change a single chemcial it messes with Rsr. So if you mess with medical you mess with Rsr.
So always make sure you understand a bit of Rsr before messing with chem properties. One thing that was not mentioned was dilution of the property pool.
In short you add 2 property I will likely never use. Since each chem get a random chance to get a property. It pulls from the entire list. So a longer lsit means more options. More useless ones means less chance to get something good.
i cant tell you how many times i have seen papers with stuff that heals jsut eyes and toss it away.
i cant tell you how many times i have seen papers with stuff that heals jsut eyes and toss it away.
Eye and brain were common, now they're rare.
oculopeutic/process if level < 5 Do the stabilizing thingy if level > 5 Do the healing thingy
We will not be doing this
Tentatively readies the PR for review...