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View Full Version : Changelog 11/23/2017



Voss
November 23rd, 2017, 04:11 AM
The
Ability Mash
Update

Ability Additions
these are now going to be called Abilities, instead of Roles, since role abilities can now be mashed together

Proxy Killing
Compel other known teammates (or yourself) to carry out kills
Witches can't affect who's being sent
Grave Diggers just get to make the Proxy Killer kill
Option for team gaining faction kill ability upon death


Team Suicide
On death, kills half of the remaining team members
Doctor can save those heals
Obviously doesn't make sense to have this as a single ability for a person. This is added as a separate Cult Mechanic for Brave New World Mafia. I suspect it could be a popular ability for Cult saves.



Narrator Updates

Cult Leader now has the option to power up citizen recruits to an investigative ability

Power up fails if trying to power up a non citizen
If attempting to power up someone with an ability that a current or dead teammate already has, the power up will fail.
Power up happens automatically if recruiting an investigative role, and no power up is specified, and the power up doesn't already exist
This can be more generic if there's ever a request. Right now, Sheriff, Lookout, Detective, Investigator, and Coroner are hard coded in to be the power up options

Ability Mashing

Arsonist rewrite. Mashup of a role that has 3 abilities: Douse, Burn, Undouse
Amnesiac must be a single ability. no combining it with something else.
Ghost + something else is allowed, but when it dies, ghost can't submit other actions except 'possess'.
Names are unique to player names, teams, and roles now., aka no roles with same names that have different abilities

Added cooldown and charge usage modifiers

Applies to baker - how many bread they will be able to pass out
Cult cooldown triggers only on successful recruit
Janitor charges being used only on success
Executioner charges dictate how many times an executioner can get their target updated if their target is night killed. If it's not unlimited, executioner will either turn into a jester, or commit a nonhealable suicide. Default 1.

Mason/Disguiser interaction. Masons shouldn't be able to tell if a disguiser kills a mason anymore.
Janitor now has the option to learn the role of the person they cleaned, if they die.
Jester option for killing a single person on successful lynch removed
Jester option added for killing a percentage of people on successful lynch, rounded up. Basically, if you want to achieve the old functionality of 'single person', set it to 1%.
Executioner Updates

Added option for target is within the majority starting faction. Usually this'll mean that Executioner target is 'always town'.
Clarified text for executioner turning into a jester
Added end of game story logging for what happens to an executioner when their target dies.

Removed kidnapper, consort, and chauffeur flavor names from basic game, since that confuses new people
Grave Digger can now specify what action the deceased is to take.


Setup Modifications

Game of Thrones

Added flavor for armor and swords instead of vests and guns
Added Nurse. Basically a role that can either heal or role block, but can only use a specific ability every other night.
Put a starting vest count on town survivor

Brave New World

Completed Savage Godfather, with Team Take Down ability, Cult Recruit and Promote ability, and Proxy Kill ability and option turned on
Recruits are called cannibals flavor!!
Mayor is now unique
Fixed typo edits for vest count and cult leader starting charges
Bread is now properly called 'Soma'. flavor!!

Pirates/One Piece/Treasure Island

Rebel recruits are now called 'Revolutionaries' flavor!!



Narrator Bug Fixes

Cult leader text fixes
Veterans that used their ability on the night of their conversion no longer keep night kill immunity.
Survivors, Vigilantes, and bakers lose their personal items if they get converted, and they don't get to keep their role.
Fixed Architect bug where it wouldn't use bread when creating multiple chat rooms during the day.


Visual Updates

Added reset game ability for hosts, if the game is private
Added front end button to force end day/night for hosts
All chats are visible to all players when game is over
Tailor options are now colored
Masons now know who is on their team, on their role card.
Changed Snitch 'command text' to be 'Death Reveal'
Canceling breaded action now assumes you're still trying to submit that action.


Visual Fixes

Vent controller properly closes now.
Ghosts can now see their submitted actions.
No puppet list/selector will show if you have a single puppet and are puppeted/blackmailed. its just auto set now.
Team last wills won't show up in the previous night log
Removed Arsonist spam when setting it invulnerable (has to do with the multi ability pack that it is)
Fixed sending more than one person for the kill - happens when Disguiser has access to 2 teams with abilities.
Fixed a double chat bug, when switching tabs. It caused the first message to be pushed to the chat twice.
Closed dead chat after game is over.
Fixed bug when setting timer to 0 seconds left, but would still wait another 30 seconds


Upcoming

Mason chat to be more of a modifier. These roles get to be part of a custom chat, and the 'neighborizer' role, a new ability, would add people to that. Also having the ability fail or not on non towns, as a general modifier would be cool too.
Still would like to add 'infiltrator', a roles from Fragos's 5 sided setup. Also Maybe Marshall??...
Still, I would like to integrate Narrator with sc2mafia.com and Discord. It 90% works for Slack, so Discord integration should be easy. Maybe hosts will then use this for S-FMs? TBD.