The
Faction Abilities Update
Update
Added support for making most factional abilities shareable by the faction. Exactly how the faction kill works.
Spoiler : unallowed_abilities :
Setup Modifications
- Removed legoboy and knight errant setups
- Removed a unlimited use abilities from Veteran, Coward, Tailor, Janitor, and Vigilante
Cop9er
- 1 cop, 6 citizens, 2 goons
- Cop gets a town peak before game
- Would like to add Must Lynch and Must Act for this setup
Undetectable
- 1 undetectable goon, 1 detectable framer
- 4 cops, 1 miller
- Miller flips evil on death
- Framer can kill and frame
Role Updates
- Assassin
- Assassins will no longer be able to daykill allies if no enemy factions have Assassins
Snitch
- Added option to pierce tailoring suits
Miller
- Added option for flipping as evil when dying
Agent
- May now self target
Witch
- Witch can make people take control of their factional ability if there's no one currently gunning for it
Drug Dealer
- Removing feedback from someone that used their auto vests will no longer get the feedback that they used their auto vests
Sheriff
- Added option to get a pregame ally check
Narrator Updates
- Choosing who gets to control the factional team abilities will now be done by the Condorcet Voting method.
- Simplified selection message text code
- Who starts off with autovests will now be listed in story recap
- Cleaned up a lot of the 'item' code
- Simplified Jailor/Architect code to allow them to be mashed (not that anyone would?)
- Removed 'Night immune' modifier. Use bulletproof ability if you want a night immune role
- Seperated Bulletproof and Miller into two distinct abilities
Narrator Fixes
- Fixed Commuter, Cult Leader, and Coward action selection text
- Fixed Spy charge text
- Fixed generic ability charge text to show '~' if charge variability isn't 0.
- Fixed hidden action selection messages for Mafia. They'll now appear in the story recaps
- Cult Leaders can now correctly recruit Infiltrators, even if the Infiltrator's faction isn't recruitable (which is the entire point)
- Aliases no longer get cleared if the game is reset.
- Citizens now get turned into Cultists even if 'Cult keeps roles' option is turned on
- Culted people also keep items gained from other item giving roles
- Removed Cult Leader conversion cooldown in favor of modifier. This was just redundancy removal
- Fixed Condorcet resolve issue with empty votes
- Fixed Mafia Ventriloquist not being named Warg in GoT
Discord Updates
- Invitations coming from 'subscribe' will be deleted if the game starts.
- Invitations from 'subscribe' will no longer go out if you're not active.
- Moved some non helpful commands from '!help' when game's in progress
- Fixed bug where roles list would be revealed if host is killed
- Fixed sc2933 setup undefined color issue
- Made Blacksmith and Tailor usage text more clear
- 'Game cancelled' won't appear twice anymore
- Fixed Snitch(Oracle) support. The message wasn't appearing
- Fixed double confirmation message when submitting an action
- Fixed framer confirmation messages and usage examples.
- Disabled displaying available setups midgame.
- Bot will now respond to help even if you don't put the channel command.
- Targeting people by pming the bot and accidentally using @ will now strip the '@' away to attemp to target them.
- Stripped spaces from votes to handle trying to vote people.
- Stripped special characters like '_' from all messages to handle people.
- Blackmailer will now stop people from talking in chat**
- Messages that leak through (because they're admins or something) will get deleted.
- Admin messages during the night will get deleted.
- Fixed issue with nightstart allowing people to talk in channel.
- You may now use web ui to talk in channel
- Added anti spam mechanisms
- Must wait 4 seconds before each message is sent
- !living and !info will now pm you privately if you do it in day chat
Auto Tagger
- Every 30 seconds someone will be tagged based on the following criteria
- They're online, or afk
- You've played with them before
- They haven't blocked you
- They haven't been tagged in the last two hours by the auto tagger
- Other people can autotag at the same time, to increase the 'played with them before'.
- You may block specific people that use auto tag
- You may put yourself on the do not disturb list, which expires in 2 months
- You may remove yourself from the above list, whenver you want.
- You are not allowed to use autotagging if you're on the do not disturb list.
- Tag messages are removed when game is cancelled
Visual Updates
- Removed ugly 90s scrollbar from chat.
- Desktop chat tabs have been reworked to use icons and on hover expansions. Visual polish!
- Color rework
- More vertial space for chat bar on desktop
- Skip Day is now at the top of the vote list, instead of the bottom
Visual Fixes
- Fixed setup list showing available setups twice
- Fixed text description of rules with an alias like 'bread/soma' in them
- Fixed issue when a user went offline, but wasn't in the selected action's allowed(visible) players
- Fixed most recent message not being visible
- Fixed n0 deaths getting labled as n1 deaths, n1 deaths as n2, etc.
- Fixed day messages getting all lumped into most recent day
- Clicking on a vote announcement message will now properly hide the chat on mobile
- Properly centering icons in targeting/action section
- Header sizes are now properly magnified
- Dead non-ghosts will no longer see the chat bar for Day Chat and Night Chat
- Infiltrator now shows up as a recruited Cultist ally to the Cult Leader
- Host popup properly disappears if login button is clicked
- Chat input no longer visible on setup/game lobby exit
- Home tabs, when logged in, properly display in the correct area now.
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, I would like to integrate Narrator with sc2mafia.com. Maybe hosts will then use this for S-FMs? TBD.