02-14-2023, 09:18 AM
(This post was last modified: 02-19-2023, 10:14 AM by github_bot. Edited 1 time in total.)
PULL REQUEST DETAILS
[BALANCE] [GAMEMODES] [INPUT WANTED]
About the PR
Increases the chance for a wraith to spawn on the traitor gamemode to 15% (was 10%), but also increases the minimum number of traitors needed for the chance to occur (minimum of 4 traitors, up from 3).
Why's this needed?
This makes the chance on par with the vampire and arcfiend gamemodes (not accounting for pop divisor), while also increasing the minimum amount of players needed to spawn a wraith. currently, there's a 10% chance of a wraith replacing one of traitors if at least 14 (23 on rp) players readied up, assuming the calc for traitors rolls it's maximum (7), which is WAY too low of a pop count for wraith. Now the minimum will be 21 (33 on rp). If this is still too low, let me know so I can increase it.
Changelog
PULL REQUEST DETAILS
[BALANCE] [GAMEMODES] [INPUT WANTED]
About the PR
Increases the chance for a wraith to spawn on the traitor gamemode to 15% (was 10%), but also increases the minimum number of traitors needed for the chance to occur (minimum of 4 traitors, up from 3).
Why's this needed?
This makes the chance on par with the vampire and arcfiend gamemodes (not accounting for pop divisor), while also increasing the minimum amount of players needed to spawn a wraith. currently, there's a 10% chance of a wraith replacing one of traitors if at least 14 (23 on rp) players readied up, assuming the calc for traitors rolls it's maximum (7), which is WAY too low of a pop count for wraith. Now the minimum will be 21 (33 on rp). If this is still too low, let me know so I can increase it.
Changelog
Code:
changelog
(u)Wisemonster
(+)The chance for a wraith to spawn on the traitor gamemode has been increased to 15% (up from 10%)
(+)The minimum number of traitors needed for a wraith to replace a traitor in the traitor gamemode has been increased to 4 (up from 3)
PULL REQUEST DETAILS