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Weapon Reflection Movement Mechanic #27219
Weapon Reflection Movement Mechanic #27219
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Adds a movement mechanic to deflection. Standing still gives you your best chance of deflecting a shot. Moving lowers this to 2/3rds. Sprinting to 1/3rd. This allows for robust players to express better and provides counterplay to someone finding a goober-strong deflection weapon, giving more design space. As part of this PR I've also touched the numbers of a few swords, shields, etc. and modified some descriptions to make them read better. The balance numbers are not remotely final, but as intent: 1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana. 2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5? 3. The Energy Katana has a flat 30% reflect chance. 4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. 5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. 6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%. 7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%.
Yes, I know the captain sabre got nerfed recently; the final balance can be decided on after the overall mechanic is tuned. |
Goated. |
If it's movement based I see no reason why the max cant be significantly more than 30%. Very rarely would someone be standing still in a combat situation for good reason, its a death sentence, so if someone is actively attempting to use the reflect mechanic they should be rewarded for the extreme risk they are assuming. As it stands there is zero reason to stand still as your essentially just going to get absolutely obliterated with or without reflect and made fun of in ghost chat for thinking that using this mechanic was even remotely a good idea compared literally any other option. What if reflection chance was doubled if your other hand is free as a way of ensuring the player is purposefully trying to play defensive rather than running gun and sword? meaning that standing still with a sword and one hand free would be closer to 60%. Its not a big deal if walking/running has a very weak reflect chance, but standing still should definitely give a sizable boost to defense. |
i like this |
also the damage reduction of the swords is absolutely insane as cap's wep was already a pretty weak weapon comparatively, setting the energy dagger(20 damage) at 33% more powerful than the cap's sword and the default energy sword/katana(30 damage) are now twice as powerful. First off Katanas historically are weak weapons compared to other medieval option so there zero reason why a modern martial sword should be less powerful than a antique(also the energy katana is 30 damage). This change would make a one-handed fireaxe(15 damage) a near idendical weapon than the CAPTAINS SWORD, especially now that captain's sword's defensive capabilities have been nuked. Cap's sword should be buffed to at very least 20 if not more, the freakin cybersun pen does 15 pierce. Are we honestly about to nerf the captain's sword to nearly the same level of effectiveness as a 1tc item(that also has a bunch of included utilities)? Before that would be fine because it was a defensive weapon that gave 50% reflect, now it's absolute trash. Honestly either make cap's sabre a primarily defensive weapon again via a very high reflect chance(give it 75% at standing still, 40% at walking, and 20% at running), or give it a serious offensive buff. Everything that has happened to cap's sabre over the last week has been nothing less than insulting and depressing to people who play the role. especially now that cybersun pen would be considered a legitimate upgrade in utility to the captain's sabre. The initial nerf should have never been merged, and was only merged because of a very vocal minority of non-captain players. |
There should be some discussion about these. Unlike swords, shields do break. Energy Shields are nukie only and right now and they're reflecting energy only iirc. Mirror Shield is balanced around that it's fragile to anything that's not laser, they're also reflecting energy only. Lowering the reflect chance on these while moving needs more discussion or less of a curve.
The captains blade is usually good for high armor pen and delimbing, the latter we don't have yet. And there's only one of them so I don't think having higher damage is that bad. |
while i think the idea behind this neat, in practice this is going to be hell if you have a bad internet connection, doubly so for point 7 since the falloff for shields is so high |
Instead of altering the % chance for reflects, we can instead try to move away from the RNG part entirely and move towards a "charge based reflect systems", that works similarly to FTL's shield system. So your shield or sword or whatever will have 100% reflect chance for the first X shots and then drops to 0% until the reflects recharge. That way reflects can still be defeated by overwhelming firepower, while still retaining their defensive capabilities if the combatant plays smartly. If we all agree that this idea sucks then altering the % reflect chance based on how fast you're moving would be my next preferred change. |
This makes reflect almost completely useless IMO and hugely nerfs the Syndie melee's. if a sec man begins magdumping you as a syndie, and your holding an e-sword trying to reflect, then standing still is the literally worse option for your survival, and i imagine walking at the secoff or trying to walk away also isn't a great option, and at a certain point running behind cover is the best option and reflect is really good at that, and backpedalling, but with this your encouraged to tank, and thats something a 20tc syndie may struggle with if they don't want to use all of their TC. 👎 |
main worry is this isnt going to be very intuitive, probably needs examine text + guidebook at least |
Probably a status symbol too that shows how effective your deflection based on movement |
Hey, totally agree this could be a big nerf! Please keep in mind the balance numbers are provisional examples (I pretty much wrote them to start the conversation so feedback like this would bubble up) The idea is to encourage dynamic defense. If you're running away at max speed, you trade effective HP for getting out of dodge quickly. It isn't to make reflect useless when moving, which is why I've enabled to set the specific falloff per movement type. However, I'll probably refactor that. The next implementation will be: A deflector has a max velocity you can be moving at to be completely effective. The min effectiveness should IMO still be meaningful, and the max should be high. You're totally right that standing still in defense is really bad in most situations. I'd really love to give most deflection weapons a high base chance. So that you can be a brave Jedi standing your ground, or Darth Maul slowly advancing whilst deflecting shots. But also so that when you choose to flee, that does mean you risk being hit. That's push-and-pull: making decisions in tense situations that you can talk about after the game. That's the fun of SS14. |
I'd prefer a direction based system for shields at least, or something that could be implemented in both scenarios. Where if a player is facing west with their shield and they're being shot at from that direction, then the reflect chance works, but if they're not it won't. But that may be harder to implement. Movement is extremely important in SS13/SS14 combat, so standing still usually means you're dead in the water. |
Wanted to run something by you to potentially be added in this. I think it’s an amazing change and mechanic but was hoping two or three tweaks could happen. If this is gonna apply the captains saber can probably be brought back up to 50% reflect so the captain still does have the best Defence utility (albeit more skill based) but the other thing I wanted to bring up is esword eshield. Imo esword should have 0 kinetic reflect and 95% energy weapon reflect dropping down with the various move states like you said, but eshield should be unaffected by the move states, maintaining it’s position as a strong defensive choice awhile still remaining viable with an esword change. Quite a few people on the discord agreed the sword should be buffed and I think this might be a good way to go about it. Was curious what you thought? |
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Having 0 telegraphing of ingame mechanics and making them hidden is pretty bad for discoverability.
That's fair, but deflection is completely hidden as-is in game, as is slip speed and other important combat variables. Would love to add an icon to indicate deflection chance and then a slider graphic on it for degradation! |
@deathride58 BEHOLD, velocity-based deflect chance code. (I also updated so hitscan shots also works with the new system). |
Yo that's p sick 👀 |
The jump from 75% to 90% reflect for the Double Energy Sword is a very, very deceptively large change. That's 4x expected EHP being buffed to 10x expected EHP while also reflecting damage, that is maybe a bit too nuts for Syndie Borgs and I'd suggest bumping it down a bit (80-85%?). 90% also puts the expected time/effort to kill a Syndie borg with projectiles on par with Death Squad, with random variance causing it to be potentially higher (or lower) |
Mmm, true. Forgot about how higher percentages affect sliding scales. I am gonna bump them down. |
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Would still like to see this removed for shields until we can figure out better balancing or a different mechanic for them. This is due to them being destructible, requires a purchase, or have specific values. They would require discussion on price changes, and potentially value changes as well.
For example the mirror shield is extremely frail and doesn't reflect bullets. Also it's something that's admin only atm but it will be made (temporarily) available for Wizards, if not then they'll be given to their actual cult when that time comes around.
Energy shield is a different beast since there's some balance around TC (even considering making it more expensive so it has 100% reflect chance) and how Nukie-Crew interaction is approached - Nukies having an extreme disadvantage with firelocks + lasers from the crew. So losing some of that reflect chance from the shield while moving could considerably handicap them.
keronshb's comment is one of the reasons I like my charge reflect idea more than simply keeping % reflect chances, its easier to make shields better defensive items than swords without making swords useless for it. I'd really like to move away from % reflect chance altogether since it has that possibility for a weapon/shield with a low reflect chance to just high roll and earn many reflects in a row and completely carry a firefight for the weilder. That can never happen with a charge based system, and managing the reflects, as an attacker or defender, will take some effort and increase the skill ceiling for combat. Again, if we're intent on keeping % chance, I do agree that shields should be exempt from the penaltys altogether and just keep them as is for now. I don't think any shield outside of the disgustingly strong e-shield is problematic. |
Alerts don't have the ability to show dynamic data at the moment (I think?) so the best I could do would be to show a rough approximation of the deflection chance as severity :/ Think this would be fine for a V1 tho @metalgearsloth Just need a sprite |
abuse the cooldown ui |
After a review, this is the best I can work with based on current alert code. The alert text is fixed, so I explored how to animate the icon to reflect information. PROBLEM UNO |
Can I have clear to-dos on this please |
mrrrrp meow~ (review has been satisfied)
This reverts commit b903733. # Conflicts: # Content.Shared/Alert/AlertType.cs # Content.Shared/Weapons/Reflect/ReflectSystem.cs
This reverts commit b903733. # Conflicts: # Content.Shared/Alert/AlertType.cs # Content.Shared/Weapons/Reflect/ReflectSystem.cs
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I am pushing this now * Automatic changelog update * Add time index to connection log (space-wizards#29281) * Add time index to connection log Queries go nyoom. * Don't let me code shit at 5 AM * Fix SSD indicator for scaled humanoids (space-wizards#29310) Fix ssd * Automatic changelog update * Fix noticeboard drawdepth (space-wizards#29262) darwdepth added * Fix pistols not displaying ammo count in-hand (space-wizards#29289) * Make Drozd and C-20r not unwield on use * Fix wielding mispredict * add AmmoCounter to pistols * Rewrite the options menu (space-wizards#28389) * Basic attempt at rewriting how the options menu works, move accessibility settings into their own tab. * Audio tab uses the new options system. * Rewrite Misc tab * Clean up heading styling * Rewrite options tab and other minor cleanup all over the place. * Documentation comments and minor cleanup. --------- Co-authored-by: AJCM <AJCM@tutanota.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Update submodule to 226.3.0 (space-wizards#29323) * AME Deconstruction Changes (space-wizards#29317) * AME deconstruction complexity * review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Move air sensor components into abstract base prototype (space-wizards#29261) * Pacifist messages use target's identity name instead of entity name (space-wizards#29325) * Fix comments (space-wizards#29330) * Fix for missing survival boxes (space-wizards#29336) storagefill order fix * Automatic changelog update * Admin UI localization (space-wizards#29340) admin ui localization Co-authored-by: MetalSage <metalsage.official@gmail.com> * Disk """resprite""" (space-wizards#29277) * disk ""resprite"" * fix holodisk * Sound Station 14 like a nukie song (space-wizards#29345) Nukie song!! * Automatic changelog update * add access reader log wire (space-wizards#29094) * add LoggingDisabled to AccessReader * add LogWireAction * -m give everything besides high-security door a log wire * make LogAccess public and support string arg * add log when pulsing * m * l --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Adjust some gas thresholds (space-wizards#29331) * Add air alarm hysteresis (space-wizards#29223) Add firelock hysteresis * Automatic changelog update * Thief toolbox minor rebalance & description clean-up (space-wizards#27771) * thief clean-up * anatomy set description change * description changes * Automatic changelog update * Prying reinforced tile now will give you back metal rod (space-wizards#29084) * Reinforced tile can we welded back into metal rod * more changes * weh * fix --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Automatic changelog update * Firelocks are no longer pryable by hand if they are powered (space-wizards#29221) * Automatic changelog update * Don't add untriage lable if it has been labeled at issue creation (space-wizards#29356) * Remove robotics and supermatter lobby images (space-wizards#29355) They don't look good, we have way better ones now. * add lemon juice and fix bad sprite allocation (space-wizards#27465) * Automatic changelog update * Add the ability to put hats on medibots (space-wizards#28584) * Automatic changelog update * Update Credits (space-wizards#29363) Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> * TEG can power itself when turned on (space-wizards#29072) * Automatic changelog update * Revert "Weapon Reflection Movement Mechanic (space-wizards#27219)" (space-wizards#29326) * Revert "Weapon Reflection Movement Mechanic (space-wizards#27219)" This reverts commit b903733. # Conflicts: # Content.Shared/Alert/AlertType.cs # Content.Shared/Weapons/Reflect/ReflectSystem.cs * Add myself to codeowners * Add myself to codeowners * Also the alerts * Apply RoleLoadout MinLimit fix to EnsureValid too (space-wizards#29358) Apply MinLimit fix to EnsureValid too * swap siren (space-wizards#29369) * fix(packed): Fill the medical lockers in medbay (space-wizards#29319) * fix(omega): Connect the disposal unit in medbay to the disposal "network" (space-wizards#29305) fix(omega): Connect the disposal unit in medbay to the disposal pipe system * tweak(saltern): Place a red phone in bridge meeting room, add another artifact spawn (space-wizards#29359) * tweak(saltern): Place a red phone in bridge meeting room * add artifact spawn * tweat(emergency_delta): Add screens around the evacuation shuttle (space-wizards#29267) * tweak(emergency_box): Swap out Salvage Material crate with Engineering crate (space-wizards#29269) * tweak(fland): Add radiation shutters to front of PA (space-wizards#29265) * tweak(meta): Swap around some of the computers in bridge (space-wizards#29263) * tweak(meta): Swap around some of the computers in bridge * tweak(meta): unpause map * tweak(marathon): Fix some stuff (space-wizards#29256) * tweak(marathon): Add cargo request computer to bridge * fix everything else * fix(origin): Replace mindshield crate with implanter crate (space-wizards#29183) * fix(cluster): Replace mindshield crate with implanter crate (space-wizards#29182) * fix(oasis): Replace mindshield crate with implanter crate (space-wizards#29181) * tweak(medical): Reduce chemist slots (space-wizards#28711) * tweak(medical): Reduce chemist slots * tweak(medical): roundstart chemists slot set to 2 on some maps * tweak(fland): Chemist slots to 3 fland is target to 80-100 players * fix: Adds a missing defribilator to nukie planet (space-wizards#28362) * fix: Adds a missing defribilator to nukie planet * Fix: unpause nukie map * What changes? * fix(atlas): Replace mindshield crate with implanter crate (space-wizards#29184) * Survival box loadout group cleanup (space-wizards#29379) cleanup * Add "Structure" tag to switches, buttons, and levers (space-wizards#29378) Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Automatic changelog update * ironrock ores (space-wizards#29381) * Ban template system (space-wizards#29365) To help out admins, so they can easily fill out datacenter bans and stuff. Supports ban exemption flags and everything. This is for use with SS14.Admin so it's just DB models here. * ContainmentFieldComponent's garbage destruction can now be disabled (space-wizards#29376) * Garbage Vaporizer 3000 + DestroyGarbage bool property + DestroyGarbage property check when dealing with incoming trash * Update ContainmentFieldComponent.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * Fix unlabeled jugs in ChemVend (space-wizards#29178) * Spawn dummy entities on client for vending machine UI * Asked sloth, and we kinda need this pr --------- Co-authored-by: Vasilis <vasilis@pikachu.systems> * Automatic changelog update * Add bagels (space-wizards#24799) Bagels are made by using a rolling pin on a dough slice to make a dough rope, then cooking the dough rope in a microwave for 5 seconds. There are two types: a normal bagel and a poppyseed bagel. The poppyseed bagel requires a poppy and a dough rope and has a small (5u) quantity of Bicaridine inside of it in addition to its nutriment. Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> * Automatic changelog update * Fix cargo and salvage's computer point light (space-wizards#29384) * Network BaseEmitSoundComponent (space-wizards#29400) * Network BaseEmitSoundComponent * high intelligence * Force map confirmation (space-wizards#29391) * Add map check to forcemap command * remove debug line * remove accidental newline * Ghosts can now always see examine details (space-wizards#29404) * Ghosts can now always see examine details This means they bypass range and occlusion checks for getting extra detail, like the charge on an SMES. * EntityQuery * Automatic changelog update * Hotfix examine (space-wizards#29408) #55328 was failing tests and shouldn't have been merged, it broke examine. The problem is that for some reason, client-side examine system doesn't call base Initialize. So my entity query change (that I did not test) broke. By the way, this same "not calling base" meant that group examine system wasn't predicting properly when it totally could've. Incredible. * Fix gay nuke layering (space-wizards#29410) I fucked up while exporting from aseprite whoops. * Use moderator perms for grant_connect_bypass (space-wizards#29406) use moderator perms for grant_connect_bypass * Automatic changelog update * hardsuit fireproof nerf (space-wizards#29416) hardsuit nerf * Automatic changelog update * Fix forcemap not bypassing requirements (space-wizards#29426) * Fix forcemap not bypassing requirements * Add integration test for forcemap * Colorblind friendly thermomachine LED colors (space-wizards#29397) Colorblind friendly thermomachines * Automatic changelog update * Revert "TEG can power itself when turned on" (space-wizards#29434) Revert "TEG can power itself when turned on (space-wizards#29072)" This reverts commit 9f9cf08. * Fix filter yml names in the lobby so they actually work (space-wizards#29435) Fix filter yml names so they actually work * Attempt to fix random test fail by undeleted AlertControl._spriteViewEntity (space-wizards#29424) * Increase of riot shield durability (space-wizards#29239) * Automatic changelog update * Revert Fland * Revert fland, again * god is good --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: 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<comedian_vs_clown@hotmail.com> Co-authored-by: Partmedia <kevinz5000@gmail.com> Co-authored-by: ArkiveDev <95712736+ArkiveDev@users.noreply.github.com> Co-authored-by: MetalSage <74924875+MetalSage@users.noreply.github.com> Co-authored-by: MetalSage <metalsage.official@gmail.com> Co-authored-by: marbow <152051971+marboww@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: Floofi <126319569+Shadowtheprotogen546@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: WarMechanic <69510347+WarMechanic@users.noreply.github.com> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: mhamster <81412348+mhamsterr@users.noreply.github.com> 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* Fix double label on chem jugs (space-wizards#29137) * Automatic changelog update * Fix DresserFilled storagefill rarely causing an error (space-wizards#29135) Add ClothingUniformJumpskirtColorPink to an OrGroup * Fix female reptilians not having gasp sounds (space-wizards#29143) inital * clean up weather systems (space-wizards#28792) * clean up weather systems * Update WeatherComponent.cs * Update SharedWeatherSystem.cs * some fix * Update SharedWeatherSystem.cs * Update WeatherComponent.cs * Update WeatherComponent.cs * revert autoPause * Update SharedWeatherSystem.cs * Implement vital chef's hat functionality (space-wizards#25950) * Implement crucial chef's hat functionality * Unified stopping code and added events. * Added documentation to events * Rerun tests * Made review changes, and fixed potential desync bug. * Update whitelist * Automatic changelog update * Add cvar to disable round end pvs overrides (space-wizards#29151) * Update submodule to 226.1.0 (space-wizards#29159) * Fix conveyor mispredicts (space-wizards#28157) * Fix conveyor mispredicts Instead of tracking active conveyors we instead track the conveyed entities. This also handles things like stacking conveyors more gracely. * Fix ActiveConveyor * Fix lerping * Automatic changelog update * Replace StationRandomTransform (space-wizards#29149) * Revert "Rotate and Offset station CCVar nuke (space-wizards#26175)" This reverts commit 44b20f6. # Conflicts: # Content.Server/Station/Systems/StationSystem.cs # Resources/Prototypes/Maps/europa.yml * Fix * Review * Add warning cones to engivend (space-wizards#29085) Add cones to engivend * Automatic changelog update * arachnid inventory layout fix (space-wizards#29165) arachnid inventory layout fixC * Automatic changelog update * Turn interaction related attempt events into structs (space-wizards#29168) * Turn InteractionAttemptEvent into a struct event * readonly * GettingInteractedWithAttemptEvent * ConsciousAttemptEvent * Add the most anticipated gun in the game. Foam Force. (space-wizards#29103) * Foam Force * make it available somewhere * add clumsyproof and nuke dev item * reorganize * oopsy files * Strap! * woopsie layering * fix grammar to rerun tests for rogue unrelated test fail. * cleanup * I eepy layer forgetti spaghetti * For real last necessary commit * Oops I broke the law! feexed * Decided to just change it to the same source as the poster source in our repo for consistency. * Automatic changelog update * Fix material storage going BRRT (space-wizards#29167) If the volume hits 0 we just remove it. * Automatic changelog update * Fix air alarms (space-wizards#29172) Broken by space-wizards#28272 * Automatic changelog update * Hidden loadout groups (space-wizards#29170) * loadout hiding * department of redundancy department * Upgrade rsi-diff's changed files action | Make it only return rsi and png changes (space-wizards#29185) It was brought up to me in space-wizards#29179 (comment) (and from a dm from them) that space bars can cause issues with the rsi bot. Upon investigation its case we use "space-delimited" on the "get changes files" check. Which returns ALL changed files. Even if the change has nothing to do with png's or rsi's (example a downstream merging upstream) * unhardcode thief MaxSelectedSets (space-wizards#29175) * unhardcode thief MaxSelectedSets * we do a little copy paste * --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * PullingController cooldown change (space-wizards#29177) * Revert "Automatic changelog update" This reverts commit 3358aef. * Revert "Revert "Automatic changelog update"" This reverts commit 3d0b6a7. * Removal of the throw cooldown as it felt sluggish and unresponsive before. * Decrease meteor frequency (space-wizards#29194) * Automatic changelog update * Security Resprite (space-wizards#29082) * security resprite * hos cap fix * i forgor * further fixes * my furniture is broken * fedora update * Automatic changelog update * Make Hamlet a valid chef's hat pilot (space-wizards#29191) * Fix Underwing wings (space-wizards#29092) * add * tweak thickness of stripe * Add some happier medibot messages! (space-wizards#29147) * Happy! * opps * one more * Automatic changelog update * shorten short raffle (space-wizards#28685) * Automatic changelog update * Fix some lathe recipe textures showing up blank (space-wizards#28683) * Update lathes to use entity prototype * ScrollContainer my hero * gets rid of excess newlines --------- Co-authored-by: plykiya <plykiya@protonmail.com> * Grammar fix to medibot! (space-wizards#29197) fixed * Restore default panic bunker and tweak baby jail (space-wizards#29198) restore default panic bunker * Fixed cartridges installing more than once (space-wizards#29187) * fixed cartridges installing more than once * replaced prototypes with CartridgeComponent * relocated checks from InstallProgram to InstallCartridge * Automatic changelog update * Musician's skirt (space-wizards#29203) * Sprites&Meta * Changing prototypes * Adding to Theater vend * Sprite_Change * Sprite_Change * Prototype_Changes Is this exactly how it should be?... * FUCKING FIX * weh --------- Co-authored-by: Арт <123451459+JustArt1m@users.noreply.github.com> * Automatic changelog update * hos cap resprite (space-wizards#29208) * hos cap resprite * 1. 2. 3 4 Oh * Automatic changelog update * Rejig device link sink & source startup & shutdown (space-wizards#29035) * Fix DeviceLinkSinkComponent not updating sources on shutdown * Log error * Misc link changes & fixes * Fix core * Add prediction for Tech Disks, cleanup (space-wizards#29061) * Add prediction for Tech Disks, cleanup * Remove IsServer check in OnMapInit * Use HashSet for techs, remove LINQ * Code cleanup: radio jammer (space-wizards#29052) * Code cleanup for radio jammer * More Entity<T> for the people, and fix an accidental variable reuse * Partial buckling refactor (space-wizards#29031) * partial buckling refactor * git mv test * change test namespace * git mv test * Update test namespace * Add pulling test * Network BuckleTime * Add two more tests * smelly * Fix documentation typo (space-wizards#29209) Fix everything. * Emergency toolbox fill rework (space-wizards#29202) * emergency toolbox fill rework * Fuck * Add wet floor sign & warning cone to autolathe (space-wizards#29205) * Add wet floor sign & warning cone to autolathe * removing * Automatic changelog update * Tools batch files (space-wizards#29179) * Tools batch files * fine * Fix terrible portable scrubber unlit layers (space-wizards#29232) Jesus fucking christ man * Prevent fly-by fixture from powering containment field generator (space-wizards#29225) * Prevent fly-by fixture from powering containment field generator * Update according to review * Automatic changelog update * Hide moth antenna and lizard frills with hardsuit helmets, fix lizard snouts not being hidden (space-wizards#29214) * inital * Update ClothingSystem.cs * Update helmets.yml * Automatic changelog update * Fix and enable TestEmptyLoadout (space-wizards#29228) * Fix and enabled TestEmptyLoadout * Fine, have a real name * Fix brokey code :) * Fix entities getting stuck red (space-wizards#28981) * Automatic changelog update * Update submodule to 226.2.0 (space-wizards#29247) * add a type specifier where one was forgor (space-wizards#29250) * add a type specifier where one was forgor * Fix other way because degub conditions * okay this feels kinda dumb but it does fix it. * Update Content.Client/Effects/ColorFlashEffectSystem.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Make winter coat hood hide certain markings (space-wizards#29238) Update base_clothinghead.yml * Fix ERT becoming sleeper agents and add sleeper agent preferences (space-wizards#27817) * b * Update antags.ftl * m * ok * Update events.yml * antag * a * Create InitialInfectedExemptComponent.cs * Delete InitialInfectedExemptComponent.cs * yes * Delete InitialInfectedExemptComponent.cs * Create AntagImmuneComponent.cs * Automatic changelog update * fixed Syndicate smokes pack being half-filled (space-wizards#28371) * Automatic changelog update * Buff cube boxes (space-wizards#29251) * Automatic changelog update * moves explosive tech to T1 (space-wizards#29227) moves explo tech to T1 * Automatic changelog update * made cup ramen eatable with anything with the fork component (space-wizards#27826) * made cup ramen eatable with anything with the fork component * removed extra png * made cupramen fillable with water, and made hot ramen dry ramen. --------- Co-authored-by: redfire1331 <Redfire1331@users.noreply.github.com> * Automatic changelog update * Survival Box Loadouts, Nitrogen Emergency tanks (space-wizards#29131) * Nitrogen survival boxes * Zero-setup workaround * clown box * cleanup and universal tanks * cleanup * more cleanup * hide loadoutgroups * remaining survival boxes * space ninja * Revert "space ninja" This reverts commit a650f41. * weh * weh * undo appearance change of syndicate survival boxes * indentation fix and missing label * You can now pry multiple tiles at once (space-wizards#29231) * You can now pry multiple tiles at once * More advanced do after duplicate checking. Instead of just saying "lol tile prying can raise duplicates", we now have a system so tile prying can properly distinguish events on 2 different tiles. This is achieved with a virtual function on DoAfterEvent. * Automatic changelog update * Fix prying speed & log (space-wizards#29210) * cleanup prototypes with `PryingComponent` & fix jaws of life prying speed * Minor cleanup for tools and prying systems Remove some obsolete methods. * Fix doafter continues when not held & log * Modifiy delays for floor prying * Fix test fail * Automatic changelog update * golden plunger (space-wizards#29043) * golden plunger * Add wood material (the handle is still wood) * 52 hours --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Rate limit ahelps (space-wizards#29219) * Make chat rate limits a general-purpose system. Intending to use this with ahelps next. * Rate limt ahelps Fixes space-wizards#28762 * Review comments * return empty string for invalid identity (space-wizards#29274) Co-authored-by: deltanedas <@deltanedas:kde.org> * Make Loadout MinLimit not count failed attempts (space-wizards#29264) Loadout MinLimit doesn't count failed attempts * Add logging to SharedStorageSystem prototype indexing failure (space-wizards#29273) * Fix null exceptions in SurveillanceCameraMonitorSystem (space-wizards#29275) * Add IsNullOrEmpty checks before indexing KnownSubnets * actor * Make stasis bed power toggleable (space-wizards#29268) Stasis bed is now power toggleable * Automatic changelog update * Replace BlockSolutionAccessComponent with an attempt event (space-wizards#26988) * BlockSolutionAccessComponent now only blocks one specified solution. * Significant overhaul Separated spilling when worn functionality into its own component/system. Removed BlockSolutionAccessComponent. Added an event for solution access. * fix initial infected icons and add a briefing to the character menu (space-wizards#29259) * Automatic changelog update * feat: update cyborg parts naming for them to be ordered consistently,… (space-wizards#29272) feat: update cyborg parts naming for them to be ordered consistently, closes space-wizards#29270 * Ghostrole rule updates (space-wizards#29249) * First batch of ghostrole rule updates * Second pass * Re-word free agent * Apply review comments Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> * You heard it here first folks God rules are weird to write. Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> * Honkbot -> Free Agent Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> * Mimebot -> Free Agent Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> * Jonkbot -> Free Agent Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> * Softer blue --------- Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> * Automatic changelog update * Fix some buckle interactions (space-wizards#29293) * Automatic changelog update * Implement BlacklistedRange exempt flag (space-wizards#29258) * Implement a new kind of ip range ban that only applies to new players * Put determining whether a player record exists to its own function * Make BlacklistedRange bans get bypassed by any ban exemption * Stop trying to get another DbGuard while already having one This does break with convention on the functions in that area but considering the use of this function it's probably fine? I could alternatively just move the place it's called from. Also I was suppossed to wait for tests to finish locally just to be sure, but nah. I am pushing this now * Automatic changelog update * Add time index to connection log (space-wizards#29281) * Add time index to connection log Queries go nyoom. * Don't let me code shit at 5 AM * Fix SSD indicator for scaled humanoids (space-wizards#29310) Fix ssd * Automatic changelog update * Fix noticeboard drawdepth (space-wizards#29262) darwdepth added * Fix pistols not displaying ammo count in-hand (space-wizards#29289) * Make Drozd and C-20r not unwield on use * Fix wielding mispredict * add AmmoCounter to pistols * Rewrite the options menu (space-wizards#28389) * Basic attempt at rewriting how the options menu works, move accessibility settings into their own tab. * Audio tab uses the new options system. * Rewrite Misc tab * Clean up heading styling * Rewrite options tab and other minor cleanup all over the place. * Documentation comments and minor cleanup. --------- Co-authored-by: AJCM <AJCM@tutanota.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Update submodule to 226.3.0 (space-wizards#29323) * AME Deconstruction Changes (space-wizards#29317) * AME deconstruction complexity * review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Move air sensor components into abstract base prototype (space-wizards#29261) * Pacifist messages use target's identity name instead of entity name (space-wizards#29325) * Fix comments (space-wizards#29330) * Fix for missing survival boxes (space-wizards#29336) storagefill order fix * Automatic changelog update * Admin UI localization (space-wizards#29340) admin ui localization Co-authored-by: MetalSage <metalsage.official@gmail.com> * Disk """resprite""" (space-wizards#29277) * disk ""resprite"" * fix holodisk * Sound Station 14 like a nukie song (space-wizards#29345) Nukie song!! 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About the PR
Adds a movement mechanic to deflection.
Standing still gives you your best chance of deflecting a shot. Moving lowers this to 2/3rds. Sprinting to 1/3rd.
As part of this PR I've also touched the numbers of a few swords, shields, etc. and modified some descriptions to make them read better.
Why / Balance
This allows for robust players to express better and provides counterplay to someone finding a goober-strong deflection weapon, giving more design space.
The balance changes currently are as follows:
Technical details
This is currently relying on direct movement input checks to determine a mob's sprint/move state, which I think is kludgy.
Media
Nothing to demonstrate in game due to this being a dice-roll mechanic.
Breaking changes
Changelog
🆑
TODOs