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Staff of Necromancy rework #36702
Staff of Necromancy rework #36702
Conversation
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Yeah, the 3 charge limit makes it useless, man. Why ever spend wizard points on it for 3 zombies? |
@Eneocho Come on, it's a 20 point investment. You can still do the zombie spam, you just have to be thoughtful about it. Make the dead in Medbay suddenly attack the living and piss Medbay off. |
Ahhh, I didn't realize they recharged. That seems fair then. I should have realized such a large nerf didn't sound right. |
Though I kind of agree with Eneocho. Maybe consider having the tiny meat zombies not cost charges while normal zombies do. Though that's something for another PR probably. |
infinite meat zombies is not a good gimmick let it die. |
For now I mostly want to get the PR through as is, though I think I will add a feature to it where zombies can be immediately revived by the necromancer at the cost of a charge to make up for some of the nerfs. |
Thing is that the meat slab ghouls are weak as shit, so they're only strong in numbers, and 3 meat ghouls a minute is shit and completely ruins the fun of meatslab zombies. |
I'll see what I can do about reduced costs, but tomorrow (technically later today). |
Zombifying meat now costs half a charge. |
Rather than removing the ability for staff zombies to evolve, it would be nice QOL to have all zombies get a popup warning telling them once they evolve they can't go back to being human. There's no loss in keeping the choice, since someone desperate to be revived has always had the option to just not evolve and hope someone prints a bible. |
I don't like how the fixes and QoL is bundled with balance changes |
@Blithering I intend to disable zombie evolutions from the Staff of Necromancy for now and then see how the Staff of Necromancy fares afterwards, it has a lot of bang for its buck and every round with a necromancer wizard would end up with a lot of unrevivable players and/or a zombie apocalypse beyond what the necromancer was merely reviving. At least other means such as the soulstone use a limited-use item with more limitations (such as being in close range) and have far more interesting mechanics going on than what zombies are getting. Evolutions still work for other means of zombifying such as through the Virology virus, which I also think is more thematically appropriate. @MercuriusGH I do have a problem with scopecreeping changes, initially it was supposed to be just preventing zombies from evolving but both the Staff of Necromancy and the zombie evolutions were broken enough that I also included fixes, and then it just escalated into reworking the Staff of Necromancy somewhat. I attribute it to a general lack of patience in attempting to exercise bugfixes while still remembering them and wanting to do them, and making multiple overlapping PRs would mean revisiting to fix conflicts even when I might not be in a mood to do it, which led to a few PRs taking far longer than they should to be merged just because I was lazy. I already considered the merits of letting a warning for evolving instead of disabling it from Staff of Necromancy zombies but I think this change would be better off for everyone; evolutions not only encourage players to butcher every zombie they come across (regardless if they are revivable or not, because I don't think most players care about the description distinction) but at the same time most players probably wouldn't stop themselves from evolving to gain an edge. |
A couple of notes, soulstone wizards aren't limited so long as they think ahead enough to make an artificer who can then create infinite stones (and shells but that's something the wiz has too). |
You're right about the artificers but I think it'll be overbearing if I touched that one. I want to make the Staff of Necromancy less of a round gunker while making it significantly better to use, not nerf the wizard's entire capability to remove people from the round. |
I meant more in the lines of it they can't evolve, infect or revive, they've not got any undead flavour left and may just as well be any other simple mob. |
You've got a point, I should probably scrap the "instantly turn back into a regular human" plans. |
I do like the idea of the necromancer upgrading undead, maybe staff charges could be used to level up minions. |
Unatomic - split this out into separate bugfix and tweak PRs. |
seeing it pop up again from being reopened, something I didn't notice before was how lame this is to remove. Was a cool feature that happened so rarely (seeing any of those mobs on the station at the same time someone with a necromancy staff is also there) that I really don't see the need to remove it. |
I removed every other type of zombie except the leatherman from the blacklist, because the lich will never be the boss of this gym. |
This is too divisive and I feel that there may be unintended consequences of merging this. As with the other mega-PRs you made, I'd recommend breaking out just the bugfixes then create a new PR with the rework goals clearly outlined. |
Why it's good
More fun, far less buggy, and significantly more interesting with more abilities available, such as instantly reviving undead mobs under the lich's control. The Staff of Necromancy is now a real weapon worth using instead of an elaborate method of punishing a crewmember (especially with the skeleton conversion).
How it was tested
Turning dead crewmembers into zombies, turning the user into a lich, killing zombies and then reviving them, zombifying different types of targets ranging from monkeys to meat, attacking windows and other people with the staff of necromancy, becoming a zombie and attempting evolution.
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