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icons now appear in line with the name\n- Marine job is sorted by job, similar to squad UI\n- Xenos now appear per hive\n\n# Explain why it's good for the game\nImproving usability is a good thing\n\n# Testing Photographs and Procedure\n
\nScreenshots & Videos\n\nPut screenshots and videos here with an empty line between the\nscreenshots and the `
` tags.\n\n\nhttps://media.discordapp.net/attachments/964684928161808384/1244701305751212084/image.png?ex=6656baac&is=6655692c&hm=6d0bb3234ac1d511e55978a046414f080c95f8c5dd2bedc51bfb3787ee1ff754&=&format=webp&quality=lossless&width=958&height=1342\n\n\nhttps://media.discordapp.net/attachments/964684928161808384/1244783033517871154/image.png?ex=665706ca&is=6655b54a&hm=591f86a278ab6217d28a6890efef7a344f4467b25432a8c1bcab3723004e223b&=&format=webp&quality=lossless&width=958&height=1342\n\n
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` tags.\n\n\nhttps://media.discordapp.net/attachments/964684928161808384/1244701305751212084/image.png?ex=6656baac&is=6655692c&hm=6d0bb3234ac1d511e55978a046414f080c95f8c5dd2bedc51bfb3787ee1ff754&=&format=webp&quality=lossless&width=958&height=1342\n\n\nhttps://media.discordapp.net/attachments/964684928161808384/1244783033517871154/image.png?ex=665706ca&is=6655b54a&hm=591f86a278ab6217d28a6890efef7a344f4467b25432a8c1bcab3723004e223b&=&format=webp&quality=lossless&width=958&height=1342\n\n
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` tags.\n\n\nhttps://media.discordapp.net/attachments/964684928161808384/1244701305751212084/image.png?ex=6656baac&is=6655692c&hm=6d0bb3234ac1d511e55978a046414f080c95f8c5dd2bedc51bfb3787ee1ff754&=&format=webp&quality=lossless&width=958&height=1342\n\n\nhttps://media.discordapp.net/attachments/964684928161808384/1244783033517871154/image.png?ex=665706ca&is=6655b54a&hm=591f86a278ab6217d28a6890efef7a344f4467b25432a8c1bcab3723004e223b&=&format=webp&quality=lossless&width=958&height=1342\n\n
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create mode after level 5\nis now a variable that can be false on each individual property\nall anti-xeno properties, fire properties and most healing properties\nhave this variable set to false to encourage more variety on what\nresearch makes\nall anti-xeno properties are now available roundstart from basic chems\nat low levels\nbonemending is now only 2 levels less efficient when not using a splint\non the broken limb as opposed to 5 levels less efficient\n\nthe big changes:\n\nMST and NST now conflict, you can only have 1 on a stim\nboosting nerfed by 50%, each level of boosting now only boosts other\nproperties by 0.5 levels\nregulating is now a common property and turns any ammount past overdose\ninto sugar\n\nfire penetrating is now a rare property and can be combined using\nroundstart available properties, this property is nowhere near good\nenough to be worth legendary status, considering it needs a flamer +\nother properties to be effective and only affects 2 out of 14 xeno\ncastes\n\nbonemending can now be made combining nutritious and hyper-densificating\n(found in defender bodies)\n\nflowing no longer decreases intensity and duration, it is now possible\nto make a blueflame equivalent fire chemical with clearance 5 and around\n25 points (30 if fire penetrating)\n\nonly custom incinerator tanks can now accept custom flamer fuels\n\nresin fruits, warden debuff rejuvenate and admin rejuvenate now clear\nwarcrime's effects and grant a 20 second immunity\n\n# Explain why it's good for the game\nEncourage the usage of under-used anti-xeno properties, flame properties\nand healing properties by making them less expensive and easier to\nobtain\nNerfing godstims by reworking regulating and nerfing boosting's abillity\nto solo carry a stim; stopping MST and NST from being used in the same\nchem.\n\n# Testing Photographs and Procedure\neverything works, I tested\nits mostly number changes\n\n# Changelog\n\n:cl:\nbalance: MST now conflicts with NST, you can only have one in your stim,\nnot both\nbalance: Boosting now only boosts other properties by 0.5 levels for\neach level\nbalance: Regulating is now a common property and turns any overdose\nammount into sugar\nbalance: Flowing no longer decreases intensity and duration, it is now\npossible to make a blueflame equivalent fire chemical with clearance 5\nand around 25 credits (30 if fire penetrating)\nbalance: Bonemending is now only 2 levels less efficient when not using\na splint on the broken limb as opposed to 5 levels less efficient and\ncan be made by combining nutritious and hyper-densificating\nbalance: Anti-xeno properties, fire properties and most healing\nproperties no longer have a cost penalty when above level 5 in create\nmode\nbalance: All anti-xeno properties are now available roundstart at low\nlevels from basic chemicals\nbalance: Fire penetrating is now a rare property and can be made by\ncombining oxygenating and viscous (both roundstart available)\nbalance: Many other various changes to flamers, chemsmoke and anti-xeno\nproperties\nbalance: Resin fruits and Warden debuff rejuvenate now clear warcrime's\neffects and give a short immunity\ncode: Refactored interference to be a component and added new traits for\nit\nbalance: Daze no longer stops xenos from talking and is slightly less\npunishing when applied to humans from the neurotoxic property\ncode: New snowflake daze component for neurotoxic property\n/:cl:\n\n---------\n\nCo-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>","shortMessageHtmlLink":"Research major property rebalance (#6225)"}},{"before":null,"after":"c95c06d45c355257d4afdd4deb92a746fc0442c3","ref":"refs/heads/gh-readonly-queue/master/pr-6225-2dfa7a56459c63607291f5be72488a0cf4d7ab4c","pushedAt":"2024-05-28T02:04:42.000Z","pushType":"branch_creation","commitsCount":0,"pusher":{"login":"github-merge-queue[bot]","name":null,"path":"/apps/github-merge-queue","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/9919?s=80&v=4"},"commit":{"message":"Research major property rebalance (#6225)\n\n# About the pull request\nthis PR rebalances most relevant properties in research\n\nthe cost penalty that all properties have on create mode after level 5\nis now a variable that can be false on each individual property\nall anti-xeno properties, fire properties and most healing properties\nhave this variable set to false to encourage more variety on what\nresearch makes\nall anti-xeno properties are now available roundstart from basic chems\nat low levels\nbonemending is now only 2 levels less efficient when not using a splint\non the broken limb as opposed to 5 levels less efficient\n\nthe big changes:\n\nMST and NST now conflict, you can only have 1 on a stim\nboosting nerfed by 50%, each level of boosting now only boosts other\nproperties by 0.5 levels\nregulating is now a common property and turns any ammount past overdose\ninto sugar\n\nfire penetrating is now a rare property and can be combined using\nroundstart available properties, this property is nowhere near good\nenough to be worth legendary status, considering it needs a flamer +\nother properties to be effective and only affects 2 out of 14 xeno\ncastes\n\nbonemending can now be made combining nutritious and hyper-densificating\n(found in defender bodies)\n\nflowing no longer decreases intensity and duration, it is now possible\nto make a blueflame equivalent fire chemical with clearance 5 and around\n25 points (30 if fire penetrating)\n\nonly custom incinerator tanks can now accept custom flamer fuels\n\nresin fruits, warden debuff rejuvenate and admin rejuvenate now clear\nwarcrime's effects and grant a 20 second immunity\n\n# Explain why it's good for the game\nEncourage the usage of under-used anti-xeno properties, flame properties\nand healing properties by making them less expensive and easier to\nobtain\nNerfing godstims by reworking regulating and nerfing boosting's abillity\nto solo carry a stim; stopping MST and NST from being used in the same\nchem.\n\n# Testing Photographs and Procedure\neverything works, I tested\nits mostly number changes\n\n# Changelog\n\n:cl:\nbalance: MST now conflicts with NST, you can only have one in your stim,\nnot both\nbalance: Boosting now only boosts other properties by 0.5 levels for\neach level\nbalance: Regulating is now a common property and turns any overdose\nammount into sugar\nbalance: Flowing no longer decreases intensity and duration, it is now\npossible to make a blueflame equivalent fire chemical with clearance 5\nand around 25 credits (30 if fire penetrating)\nbalance: Bonemending is now only 2 levels less efficient when not using\na splint on the broken limb as opposed to 5 levels less efficient and\ncan be made by combining nutritious and hyper-densificating\nbalance: Anti-xeno properties, fire properties and most healing\nproperties no longer have a cost penalty when above level 5 in create\nmode\nbalance: All anti-xeno properties are now available roundstart at low\nlevels from basic chemicals\nbalance: Fire penetrating is now a rare property and can be made by\ncombining oxygenating and viscous (both roundstart available)\nbalance: Many other various changes to flamers, chemsmoke and anti-xeno\nproperties\nbalance: Resin fruits and Warden debuff rejuvenate now clear warcrime's\neffects and give a short immunity\ncode: Refactored interference to be a component and added new traits for\nit\nbalance: Daze no longer stops xenos from talking and is slightly less\npunishing when applied to humans from the neurotoxic property\ncode: New snowflake daze component for neurotoxic property\n/:cl:\n\n---------\n\nCo-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>","shortMessageHtmlLink":"Research major property rebalance (#6225)"}}],"hasNextPage":true,"hasPreviousPage":false,"activityType":"all","actor":null,"timePeriod":"all","sort":"DESC","perPage":30,"cursor":"djE6ks8AAAAEV4MerQA","startCursor":null,"endCursor":null}},"title":"Activity ยท cmss13-devs/cmss13"}