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Storyteller Remastered #8536

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AltHit
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@AltHit AltHit commented Dec 16, 2024

About The Pull Request

This is highly experimental rework (mostly bugfix) to storyteller subsystem
Main change here is removal of price ramp up after every occurrence of event because it led to price being so high that event could not practically happen in round after few times, thus making long rounds eventless and boring.
As i understand that simply cutting it might not suit everyone I have few alternatives that I can do if you dislike current options:

  • Make occurrences affect weight instead of price. This change can be implemented relatively easy but I cannot predict how constant lowering of weight will affect long rounds
  • Change event spawn function to take lower priority for events according to their occurrences. This basically creates second weight list and can create more trouble but this will be the fix
  • Or we still can leave it cut. Repeating events don't change much since pure chance of them repeating

Full roadmap here:

  • Change repetition system that kills long rounds
  • Reweigh and change prices for events to make them appear more often/appear in rounds at all
  • Move weather to separate pool of points to make it more consistent and easy to balance
  • Remove "nothing" event. Points should handle round's pace, not "nothing there" events
  • Rework maint fungi to replace spacevines
  • Add Surge types for all storytellers
  • Rewrite Erida from scratch

Why It's Good For The Game

This PR is aimed to fix issue when it feels like storyteller doesn't do anything in the round (and sometimes it actually didn't)

Testing

Don't trust me bro.

I tested main functions after each change but real general testing is yet to be made
It may need live test later on but now it's too early

Changelog

🆑
del: Removed nothing event
del: Removed old spacevines
add: Added separate pool of points for space weather
tweak: Changed sizes of event pools
tweak: Changed prices of several events
fix: Fixed incorrect event prices that prevented some events from spawning
fix: Fixed incorrect event points refunding
tweak: Reweighed some events according to new prices
add: Added new message variations for space graveyard
tweak: Space weather can now appear more than once per round
tweak: Added space weather rotation system to minimize repetitions
tweak: Changed event spawn proc to handle spawning several event at once
fix: Fixed storyteller point gain variation to be more random as it was supposed to be
tweak: Lowered delay between scheduling event and spawning it
add: Added Surge system for storyteller
del: Removed old event variation system because it stopped events from happening after several hours in the round
/:cl:

@drexample
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why

@SirRichardFrancis
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why

Because storyteller is just awful, you see.
If only someone removed this thing in like 2021...

@Holvr0
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Holvr0 commented Jan 7, 2025

Storyteller (instead of "game modes" like classic ss13) is unironically one of the worst aspects of Eris.
That's why we have 4 hour long rounds where either nothing happens, or antags just endlessly grind objectives for monke neuron activation "number go up" on their telecrystal hoard.
SS13 without a defined "round goal" just doesn't seem to work.

@thedarkcrusader
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Storyteller (instead of "game modes" like classic ss13) is unironically one of the worst aspects of Eris. That's why we have 4 hour long rounds where either nothing happens, or antags just endlessly grind objectives for monke neuron activation "number go up" on their telecrystal hoard. SS13 without a defined "round goal" just doesn't seem to work.

I think it works just not in the aspects eris has for its gameplay it's works in very specfic case's

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6 participants