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Diversify venoms #45416

Merged
merged 22 commits into from
Nov 21, 2020
Merged

Diversify venoms #45416

merged 22 commits into from
Nov 21, 2020

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Venera3
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@Venera3 Venera3 commented Nov 14, 2020

Summary

SUMMARY: Content "Diversify venoms"

Purpose of change

Venomous creatures are currently barely more threatening than a non-venomous equivalent, with the actual effects ranging from barely registering (poison) to mildly annoying (badvenom) without any form of scaling. Also, almost all of them use the hardcoded flags leading to a cat-sized wasp and a car-sized centipede both envenoming you for exactly 4 minutes per bite.
Since IRL the toxicity of venoms vary wildly from species to species and predatory venoms are generally made to kill/incapacitate the usual prey animals I tried adding some granularity and danger to the venom effects.

Describe the solution

Added two new effects:

  • Venom_weaken ("Weakening Poison") does no direct damage, but functions as a long-lasting debuff with scaling Str/Dex and speed maluses
  • Venom_dmg ("Poisoned Wound") is applied to the hit bodypart, causing intense (but capped) pain and scaled damage over a shorter period of time.
    Both of them can be removed by Panaceus and RX12 healing shots.
    I also added them to some select arthropods, to get some after the fact playtesting done if this merges.

Describe alternatives you've considered

Calling the effects poison and badpoison, so any newly-added monsters with the VENOM/BADVENOM flag would use the new effects, or redirecting the code to use the new effects. I wasn't sure if that was desirable, but if you think that's a good idea I can get that done too.

Adding the new effects to all venomous creatures, but most of them are bugs that I'm planning on redoing anyway in the nearish future.

I initially wanted to leave the decay up to intensity_decay without working with durations, but that only scales down to one.
To add an overhead on duration I could have used max_effective_intensity, but that does nothing currently.
The probability scaling would be nicer if chance_bot variables worked as expected, but there's something fishy with those as well.

Testing

Adding the effect gives the expected messages, the effects scale as desired depending on intensity. The creatures with the new venoms apply them correctly, in the desired amount. The cures remove the effects.
In combat the effects feel the right kind of dangerous: you can fight through both and generally dispatch whatever envenomed you, but it makes the critters punch above their weight so they aren't just chitin pinatas anymore. Also, clearing a bee hive is a proper challenge now.

Additional context

Venom effects, in parentheses the amount applied to poison resistant characters. Probabilites given as value*chance. Both venoms have a maximal intensity of 100.

Venom_dmg:

  • 37,5 min maximal duration, 7,5 min overhead at max intensity, decay in 18s steps,
  • Pain on application 5 (2),
  • Pain every tick 0, scaling to 5 ( 1 ) * 0,2 (0,05) capped at 120 (20),
  • Damage on application 5 (0),
  • Damage every 30s 2 (1) * 0,076 (0,01), scaling to 2 * 0,33 (0,05),
  • From max intensity to zero an affected limb takes about 30 ( 5 ) damage,
  • 2x duration on repeat application
  • Sadly the pain cap seems to stay the same even if more limbs are affected,
  • Added to centipedes, wolf spiders, and web spiders

Venom_weaken:

  • 5 hour maximal duration, from that 1 hour overhead at maximal intensity, intensity decays in 2,4 minute steps,
  • Str/Dex -2 (0), scaling up to -6 (-3),
  • Stamina damage on application -2000 (-1000),
  • Stamina loss every tick -5*0,25 ( 0,1), scaling to -40 (-20) * 0,5 (0,2),
  • Speed malus -10 (0 ), scaling to -40 (-10),
  • 5x duration on repeat application
  • At max intensity no stamina regen on average
  • Added to wasps, bees, and jumping spiders

Effects are only applied if the attack penetrates the armor of the hit bodypart, so for now they fall off in the lategame hard.
Tangentially related to #45030, since most venomous mobs are arthropods. I kind of had to get this out of the way so that I don't have to balance those twice.

@anothersimulacrum anothersimulacrum added the [JSON] Changes (can be) made in JSON label Nov 14, 2020
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Venera3 commented Nov 17, 2020

Combat testing (melee only):
Messing with venomous critters is now a no-no for a fresh survivor.

A midgame char can handle single mobs without much difficulty and sometimes packs of 2-3 while getting properly bloodied. Wasp nests can be cleared with a lot of luck, but it will be a slog. Beehives are places to avoid if you don't have a deathwish.

A proper lategame character kitted out fully can clear out a beehive in a day of smart play, with kiting and backing off to regen stamina. Barging into the middle screaming goes well till you run out of stamina and because of that dodges, get hit a few times and then the venom debuffs start coming into play and you get picked apart in short order.

Generally most of the critters are pretty fragile, so you should aim to dispatch them before they build up your venom intensity. With both poisons the tide will start turning against you if you let them get 2-3 hits in ( depending on the mob). Generally the weakening poison felt more dangerous, but the pain debuffs can stack up quick too and I did see an unprotected arm breaking after winning a combat.

@kevingranade kevingranade merged commit 1a86883 into CleverRaven:master Nov 21, 2020
chaosvolt added a commit to chaosvolt/cdda-arcana-mod that referenced this pull request Nov 24, 2020
* Set Ward Against Poison to protect against the new venom effects too.
* Gave summoned triffids damaging venom instead of generic VENOM flag.

Update to DDA version due to
CleverRaven/Cataclysm-DDA#45416
@Venera3 Venera3 deleted the Poison branch December 16, 2020 09:35
@Venera3 Venera3 mentioned this pull request Dec 16, 2020
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3 participants