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Nerf Reagent Slimes #977

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Description

This PR Nerfs the fuck out of Reagent Slimes, because apparently Reagent Slime Vents was a "Round Ending Event".

Changelog

🆑

  • fix: Nerfed the fuck out of Reagent Slimes. They have 1/3rd as much HP, spawn half as many during reagent slime vents, deal significantly less damage, and inject a lot less chems when biting people.

@github-actions github-actions bot added the Changes: YML Changes any yml files label Sep 29, 2024
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these guys are nuts

Comment on lines 236 to +289
- id: ReagentSlime
prob: 0.01
prob: 0.002
- id: ReagentSlimeBeer
prob: 0.01
prob: 0.002
- id: ReagentSlimePax
prob: 0.01
prob: 0.002
- id: ReagentSlimeNocturine
prob: 0.01
prob: 0.002
- id: ReagentSlimeTHC
prob: 0.01
prob: 0.002
- id: ReagentSlimeBicaridine
prob: 0.01
prob: 0.002
- id: ReagentSlimeToxin
prob: 0.01
prob: 0.002
- id: ReagentSlimeNapalm
prob: 0.01
prob: 0.002
- id: ReagentSlimeOmnizine
prob: 0.01
prob: 0.002
- id: ReagentSlimeMuteToxin
prob: 0.01
prob: 0.002
- id: ReagentSlimeNorepinephricAcid
prob: 0.01
prob: 0.002
- id: ReagentSlimeEphedrine
prob: 0.01
prob: 0.002
- id: ReagentSlimeRobustHarvest
prob: 0.01
prob: 0.002
- id: ReagentSlimeIchor
prob: 0.01
prob: 0.002
- id: ReagentSlimeBleach
prob: 0.01
prob: 0.002
- id: ReagentSlimeSoap
prob: 0.01
prob: 0.002
- id: ReagentSlimeSpacelube
prob: 0.01
prob: 0.002
- id: ReagentSlimeBuzzachloricbees
prob: 0.01
prob: 0.002
- id: ReagentSlimeWehjuice
prob: 0.01
prob: 0.002
- id: ReagentCognizine
prob: 0.01
prob: 0.002
- id: ReagentSlimeNecrosol
prob: 0.01
prob: 0.002
- id: ReagentSlimeSpaceDrugs
prob: 0.01
prob: 0.002
- id: ReagentSlimeUnstableMutagen
prob: 0.01
prob: 0.002
- id: ReagentSlimeLead
prob: 0.01
prob: 0.002
- id: ReagentSlimechlorinetriflouride
prob: 0.01
prob: 0.002
- id: ReagentSlimePotassium
prob: 0.01
prob: 0.002
- id: ReagentSlimeLotophagoiOil
prob: 0.01
prob: 0.002
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Isn't this no different than before? or is this general "will this spawn" probability?

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Oh the way this works is absolutely stupid and hard to explain. But basically every possible spawn location goes down the entire full list of potential spawnables. But this will quite literally mean it spawns 1/5th as many slimes.

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I was not aware of this. good to know

@fenndragon
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Description

This PR Nerfs the fuck out of Reagent Slimes, because apparently Reagent Slime Vents was a "Round Ending Event".

Changelog

🆑

  • fix: Nerfed the fuck out of Reagent Slimes. They have 1/3rd as much HP, spawn half as many during reagent slime vents, deal significantly less damage, and inject a lot less chems when biting people.

also I'd like to apologize, I have no idea what's causing the slime event to proc repeatedly as it's literally build just like xenos

@VMSolidus
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VMSolidus commented Sep 29, 2024

Description

This PR Nerfs the fuck out of Reagent Slimes, because apparently Reagent Slime Vents was a "Round Ending Event".

Changelog

🆑

  • fix: Nerfed the fuck out of Reagent Slimes. They have 1/3rd as much HP, spawn half as many during reagent slime vents, deal significantly less damage, and inject a lot less chems when biting people.

also I'd like to apologize, I have no idea what's causing the slime event to proc repeatedly as it's literally build just like xenos

There were genuine actual problems with the ReagentSlime statblock, in that it was basically impossible for a crewman to actually fight one in melee. Just because by sheer raw stats, a single reagent slime was fully capable of killing a crewman in a 1v1, even if the crewman was armed and playing everything near-perfectly.. And they were basically never in a 1v1.

@fenndragon
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Description

This PR Nerfs the fuck out of Reagent Slimes, because apparently Reagent Slime Vents was a "Round Ending Event".

Changelog

🆑

  • fix: Nerfed the fuck out of Reagent Slimes. They have 1/3rd as much HP, spawn half as many during reagent slime vents, deal significantly less damage, and inject a lot less chems when biting people.

also I'd like to apologize, I have no idea what's causing the slime event to proc repeatedly as it's literally build just like xenos

There were genuine actual problems with the ReagentSlime statblock, in that it was basically impossible for a crewman to actually fight one in melee. Just because by sheer raw stats, a single reagent slime was fully capable of killing a crewman in a 1v1, even if the crewman was armed and playing everything near-perfectly.. And they were basically never in a 1v1.

I did not alter the stat block at all whatsoever. If anything, the difficulty they give in melee might be a sign you should do some more tweaking to the melee system. as right now Xenos bite like fucking toothless grannys

This reverts commit a187376.
@toasterpm87
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Holy shit, the thing I been asking forever

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5 participants