Quirk DLC (New Quirks & Positive Quirk Value Reduction)#322
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Imagine getting stuck in a wheelchair for the ability to put up posters. Couldn't be me.
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About The Pull Request
You know what really confuses me?
Why are so many negative quirks absolutely crippling gameplay wise, but TG's philosophy on positive quirks prohibits any positive quirks from being particularly useful? Why are you expected to play the game in a wheelchair for the sake of being able to auto-hop into closets? You're completely and utterly gutted, but hey! You take 0.2 less seconds to hide in a closet.
Well, I took a different approach on my TG+ Project, there needs to be actually good, impactful quirks to incentivize engaging with this system at all. Until that happens, I'm just not touching this stupidly designed system, there's basically no point unless I'm trying to be funny, of which case I can do whatever these quirks would normally force upon me for an entire round on my own time.
PR Changes:
Foreigner is now a negative quirk (as it should be), being unable to speak galactic common is the equivalent of being mute. You can't TALK to anyone (outside of the voicechat system, which may or may not be used to bypass the entire language system this game has).
Foreigner and bilingual are now non-conflicting, so you can play as someone who JUST speaks draconic, and not galactic common. (You still speak galactic un-common, but whatever).
Also, the medical records console has basically no uses, so having impactful quirks might actually get people to use this damn thing.
The following positive quirks had their costs reduced:
Alcohol Tolerance, Bilingual, Chip Connector, Clown Enjoyer, Empath, Freerunning, Friendly, Jolly, Light Step, Mime Fan, Musician, Poster Boy, Self-Aware, Settler, Signer, Skittish, Tagger, Throwing Arm and Voracious.
... because none of them are worth THAT many quirk points. They're either deliberately niche, or useless despite being a 'positive' quirk.
Adds a bunch of new quirks to make the system worthwhile to engage in:
Adrenaline Junkie (10) - You gain a movespeed boost (20%) while you've sustained over 60 brute/burn damage, this does NOT make you immune to damage slowdown.
Cybernetic Revolutionary (8) - You start with a cybernetic augmentation similar to the station trait Cybernetic Revolution, conflicts with the quirk 'Body Purist'
Dexterous (7) - You perform all 'action bar' actions 10% faster.
Extra Determined (7) - While you have Determination in your system, you gain soft crit immunity, and can still act so long as it's in your system.
Keen Hearing (3) - You start with the 'Good Hearing' trait, letting you listen to people from farther away, but making your ears more sensitive to loud noises.
Goodie Smuggler (7) - You start with a random pre-round shop item for free. Not ALL listings are included. Some unique items are possible such as compact defibrillators and old armor vests.
Weak Good Virus (8) - You start with a positive virus with only ONE symptom. Chosen from a pre-determined list.
Valuable Employee (10) - You start the game MINDSHIELDED. You're a walking wrench in the plans of certain antagonists and a possible liability to security, which is kinda funny.
Positive DNA Activation (6) - You start the game with one of your DNA's potential positive mutations being activated.
Naturally Robust (8) - You take 5% less brute and burn damage. Arguably not much.
Popular (9) - You get a lot of actually valuable stuff in the mail, in addition to whatever you'd normally get. The GLA mail counterfeit device exists and now literally nobody wants to open their mail in fear of getting instantly gibbed. This quirk needs to be good to off-set this.
Health Implantee (10) - You start with a nanotrasen R.O.B.U.S.T implant, which synthesizes protozine and sangurite while you're low health. This would be the second possible method of obtaining this particular implant.
Vitality (9) - You have 10 extra maximum health, making your effective maximum health 220.
Pay Raise (8) - You have 1.5x your normal paycheck. Money!
Weapon Permit (7) - You start with an access card that grants an ID of your choice the 'Weapon Permit' access. Effectively legalizing your right to own a weapon, and allowing you to purchase weapons for yourself from cargo via goodies.
And last but not least, a single negative quirk i couldn't help but add:
Lethal Hunger (-10) - If you have 0 nutrition, you'll slowly accumulate brute damage at a rate of 0.1/s. Don't starve.
Why It's Good For The Game
Foreigner as a quirk now makes sense balance-wise, and you can now play as someone with knowledge over two languages that aren't galactic common.
Medical records may no longer be completely useless.
A bunch of useless positive quirks can now see usage without having to theoretically pay an arm or a leg for one.
Actually good reasons to engage in the quirks system... at all!
and finally: I play as "Hyper L Wilson", i absolutely need to mechanic to starve to death. It's practically in my blood (& name)!
Changelog
🆑
add: Added 15 new gameplay-impacting positive quirks!
add: Added 1 new negative quirk: Lethal Hunger! You may now starve to death!
balance: Foreigner is now a negative quirk, and doesn't conflict with bilingual.
balance: A LOT of vanilla tg positive quirks have seen cost reductions.
/:cl: