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Genetics Rebalance: Negative mutations add stability, standarized ins…
…tability cost for mutations (tgstation#83439) ## About The Pull Request PR has been reworked a bunch! Changes in bold. Some of the **HATE** is now outdated. **Negative mutations now allow you to have more positive mutations, via reducing your instability!** **All mutations have been overall standardized via defines on their instability values. Many mediocre positive mutations have had their cost reduced significantly!** ``` /// Negatives that are virtually harmless and mostly just funny (language) // Set to 0 because munchkinning via miscommunication = bad #define NEGATIVE_STABILITY_MINI 0 /// Negatives that are slightly annoying (unused) #define NEGATIVE_STABILITY_MINOR -20 /// Negatives that present an uncommon or weak, consistent hindrance to gameplay (cough, paranoia) #define NEGATIVE_STABILITY_MODERATE -30 /// Negatives that present a major consistent hindrance to gameplay (deaf, mute, acid flesh) #define NEGATIVE_STABILITY_MAJOR -40 /// Positives that provide basically no benefit (glowy) #define POSITIVE_INSTABILITY_MINI 5 /// Positives that are niche in application or useful in rare circumstances (parlor tricks, geladikinesis, autotomy) #define POSITIVE_INSTABILITY_MINOR 10 /// Positives that provide a new ability that's roughly par with station equipment (insulated, cryokinesis) #define POSITIVE_INSTABILITY_MODERATE 25 /// Positives that are unique, very powerful, and noticeably change combat/gameplay (hulk, tk) #define POSITIVE_INSTABILITY_MAJOR 35 ``` Added a new height mutation: Acromegaly! It's the opposite of Dwarfism and makes you uncannily tall. It also makes you hit your head 8% or 4% (with synch) of the time you pass through airlocks. Wear a helmet! **Injectors and activators' duration is now dependent on the in/stability (absolute value) of the mutations to be injected! With a minimum of 5-10-15 seconds for each type of injector. Also changed up a bit how part upgrade cooldowns work, by making each tier reduce cooldowns by 25-15-10% for each injector type.** ## Why It's Good For The Game **> Negative mutations now allow you to have more positive mutations, via reducing your instability!** Genetics has been long in dire need of a rework. This isn't really one, but it IS intended to increase genetics depth a bit and stave off its stagnation, making it slightly more interesting than 'free shit', by making it so **you can now gain more positive mutations, but you need to figure out what you're going to take as a downgrade in turn.** Genetic powers are heavily themed around comic book superheroes, and you know what those had a lot? Debilitating drawbacks to their powers. Let's replicate that. **I intend to make a sister PR for this that adds more interesting positive mutations (for the first time in decades) to genetics, so there's an actual element of pick-and-choose involved** > Added a new height mutation: Acromegaly! It's the opposite of Dwarfism and makes you uncannily tall. It also makes you hit your head 8% or 4% (with synch) of the time you pass through airlocks. Wear a helmet! We have Super Tall. Let's add it to the game somewhere! With a fun downside, of course. **Gigantism is now a recipe mutation, mix Acromegaly with Strength to get it.** > **Injectors and activators' duration is now dependent on the in/stability (absolute value) of the mutations to be injected! With a minimum of 5-10-15 seconds for each type of injector. Also changed up a bit how part upgrade cooldowns work, by making each tier reduce cooldowns by 25-15-10% for each injector type.** **Made no sense that a Glowy injector cost the same as a Hulk injector. Just annoying. The cooldown is based on the absolute value, so a -30 instability injector would take ~30 seconds. This mostly so that geneticists can't make a million modded syringe gun supersyringes**
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