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Facility upgrades #1644

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merged 59 commits into from
Dec 6, 2023
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EgorDinamit
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@EgorDinamit EgorDinamit commented Nov 18, 2023

About The Pull Request

Adds facility upgrades to the auxiliary console, allowing manager to spend LOB points on various things.

  • Manager bullets need to be unlocked/purchased before being available in the manager camera console;
  • Manager bullets effect can be improved via upgrades (amount of HP/SP healed, health of shields);
  • Maximum bullet ammo count is also an upgrade now;
  • Agent spawning attributes can be augmented via an upgrade, for a maximum of +20.
  • Agent spawning attributes now depend on current abno count, similar to how abnormality queue decides the risk level of available abnormalities. This should help with high pop rounds.
  • Amount of abnormalities available for picking is initially 2, being able to be increased up to 5 with upgrades.

Has a ton of random content/code refactors along the way:

  • Added persistent list that stores all core suppressions each player has cleared in their lifetime;
  • Added all Keter core suppressions; All aside from "Proving Oneself" (Day 46) have requirements in form of having 50% of living agents with certain cores cleared before, utilizing the above persistent list;
  • Agent spawning stats depend on amount of abnormalities in the facility instead of time;
  • Random amount of code improvements.

At the round start the manager has 2 LOB points at their disposal. By working abnormalities up to full understanding, you can earn up to 10 LOB points.

Why It's Good For The Game

Adds more flexibility to manager (or someone acting as one), allowing them to choose a different approach to the round.
Bullets at the round start were rather strong, so that was moved to an upgrade you first need to purchase.
As for Keter cores - this will most likely be the ultimate challenge, the absolute finale.

@EgorDinamit EgorDinamit added Feature Something new being added. Test Merge Candidate Should be test merged to test its functionality. labels Nov 18, 2023
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@Kitsunemitsu Kitsunemitsu left a comment

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I'm going to have to ask for a removal of upgrading Abno queue.
We do not want to give players more choices on this matter.

Instead, in a future PR, properly weight it with a database.

@carshalash
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It kind of sucks to be totally kneecapped as a manager based on whether agents feel like getting abnormalities to 100% or not.

@EgorDinamit
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I'm going to have to ask for a removal of upgrading Abno queue. We do not want to give players more choices on this matter.

You will have to elaborate on why "we" don't want to give players more options into diversifying their round.

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It kind of sucks to be totally kneecapped as a manager based on whether agents feel like getting abnormalities to 100% or not.

It does. I'd like to hear ideas on how to change/improve it; One thing should remain however, and that is earning LOB points for something out of the ordinary (like getting 100% understanding is).

@EgorDinamit EgorDinamit dismissed Kitsunemitsu’s stale review November 22, 2023 10:03

You will have to elaborate on why a feature that makes game better should be removed.

@EgorDinamit EgorDinamit force-pushed the manager-upgrades branch 3 times, most recently from 6ecdf9d to 55e0365 Compare November 29, 2023 20:13
@EgorDinamit EgorDinamit removed the Test Merge Candidate Should be test merged to test its functionality. label Nov 30, 2023
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It's more or less ready for a merge, all future changes will be just new upgrades and tweaks, which can be done in new PRs.

@EgorDinamit EgorDinamit added Code improvement Code is now easier to copy paste. Tweak A small change/addition to already existing systems. labels Nov 30, 2023
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I'm STILL issuing a reversal on Abnormality queue increases.
This could have multiple issues with the game.

  1. Giving players more options means that they are more likely to pick the meta options every time. This has been proven by our other abnormality queue increase PR More Manager Choices #1434
  2. 3 is the sweet spot for abnormality choices. If you started with 2 and could only upgrade to 4, I would approve this PR I guess.
  3. Giving the option if it's SUBOPTIMAL means that players won't pick it, and it won't be used. Giving the option if it's OPTIMAL means that less interesting abnormalities will be picked, and only the usual suspects will.

Cox asked for my opinion on this PR again, and I am issuing a Do Not Merge until this is fixed.

@Kitsunemitsu Kitsunemitsu added the Do Not Merge Do not merge, untill a headcoder approves it. label Dec 1, 2023
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  1. Giving players more options means that they are more likely to pick the meta options every time. This has been proven by our other abnormality queue increase PR More Manager Choices #1434

I do not care what some other PR did, because this is not my PR. You should consider playing the game more often to see how exactly it affects it. This point has no value behind it and is a simple "I don't like it".

  1. 3 is the sweet spot for abnormality choices. If you started with 2 and could only upgrade to 4, I would approve this PR I guess.

Don't care. Upgrading beyond 3 costs extra LOB points and is not much more than a meme option. I am not removing "meme options" either, players must have freedom to do what they want. Even dumb decisions.

  1. Giving the option if it's SUBOPTIMAL means that players won't pick it, and it won't be used. Giving the option if it's OPTIMAL means that less interesting abnormalities will be picked, and only the usual suspects will.

Okay? Good. See above. The fact that people want to purchase additional queue slots, despite being a "shoot yourself in the foot" option (since you sacrifice actual upgrades for it), means that we have a bit too many of the bad abnormalities, which is something that should be fixed on its own. There's also the fact that managers simply want to have more options on how to handle the round, this includes how many abnormalities they can select from.

Cox asked for my opinion on this PR again, and I am issuing a Do Not Merge until this is fixed.

There's nothing to fix.

@EgorDinamit EgorDinamit added Do Not Merge - Maintainer Discussion Do not merge until Maintainers talk about it. and removed Do Not Merge Do not merge, untill a headcoder approves it. labels Dec 1, 2023
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Pulling this out of the discord issue, if the issue is that our current choice amount works and works WELL, why don't we simply switch it for the ability to re-extract once? Cost still goes up per purchase but it allows the manager to bail out of 1 VERY BAD rotation (or even just one underwhelming) per purchase. You trade consistent buffs like Agent stats and bullet potency for MAYBE 1 better abno.

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PR updated.
The maximum amount of abno queue options will be 4 until other issues are resolved (i.e. amount of "off-meta" abnos, the queue system itself).

@EgorDinamit EgorDinamit force-pushed the manager-upgrades branch 2 times, most recently from 891b5e2 to 923d0dc Compare December 2, 2023 11:47
@EgorDinamit EgorDinamit removed the Do Not Merge - Maintainer Discussion Do not merge until Maintainers talk about it. label Dec 5, 2023
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Experimental Changes: 2 is waiting.

@Coxswain-Navigator Coxswain-Navigator merged commit b9577a1 into vlggms:master Dec 6, 2023
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@EgorDinamit EgorDinamit deleted the manager-upgrades branch December 6, 2023 19:38
vampirebat74 pushed a commit to vampirebat74/lobotomy-corp13 that referenced this pull request May 10, 2024
* Initial changes

* Facility upgrades!

* Max bullet ammo upgrade + some fixes/tweaks

* Fix bulletes

* More upgrades, dynamic cost, more LOB points

* Some fixes

* Fix healing upgrade

* Some adjustments

* Oopsie

* Bonus to earned abno understanding on low agent pop

* Display value of heal increase is fixed

* Meltdown count scales with agent pop

* Extra cores only need the midnight being done in time limit.

* Tiny "fix"

* Logs console displays understanding level

* Agent stats upgrade has dynamic cost now

* Agent stats upgrade applies to all living agents on purchase

* Oopsie

* All conflicts fixed

* oop

* Command core quick fix

* Melt time upgrade dynamic cost

* Tiny buff

* Command core suppression tweaks

* FIX AOE BULLETS

* Fixes pale fixer teleport, hopefuly

* Records run text fix

* Don't swap abnos that are being worked

* Assorted twewaks and fixes for records core

* qdel check

* More core options at the start

* Tweak records core

* Added connected structures system to abnos; Minor tweaks.

* Core suppression "code refactor"

* A better core suppression code refactor

* Even more core stuff; Added persistent info on cores

* Proper desc and run text for day 47 core

* This should fix CC core.

* Day 47 proper requirements

* Minor spelling mistake

* Minor fixes to records core

* Various fixes

* fix..?

* Tweaks to upgrades

* Manager camera fixes

* All keter ordeals

* Fix text alignment

* Keter requirements only check the agent players

* Manager camera + holo commands code improvement

* Tiny fix

* Training core description is now more accurate

* Fix connected structures

* Fixes

* Training core during Keter is inverted

* Keter text fix

* PBird perch fix

* Command core fix

* Insane examine text fix

* Nobody Is connected structure
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5 participants