Poll

What alignment would you like to see expanded in Mafia Madness? (elaboration appreciated)

The Innocents
15 (29.4%)
The Mafia
8 (15.7%)
Unaligned Good
2 (3.9%)
Unaligned Neutral
11 (21.6%)
Unaligned Evil
8 (15.7%)
Something else?? (elaborate in post)
7 (13.7%)

Total Members Voted: 51

Author Topic: Mafia Madness (too) [BETA] [OFFLINE] [Public Beta v2.2.1; Deathville v1.1.0]  (Read 27284 times)

v2.2.0 Released
Quote
disable maf list for spectators by default
add corpse throw/pickup to gun logs
added AllComm to rise of the socks
removed jester from MMT gamemodes
made day length controlled by game pref
fixed grammar error in cult leader role

also released the Deathville, USA gamemode which adds three unique roles: Infected, Zombie, and Zombie Doctor. it centres around the rising dead, being mainly zombies vs cult vs innocents

infected can infect other players at night. players that are infected will turn after the next day cycle. if that player is alive, they will turn into another infected. otherwise, they will revive into a zombie. cultists are immune to infection.

zombies have no gun. instead, they attack people with their hands. zombie attacks "weakly" infect players, meaning that they have a chance to be infected after the next day cycle. if a player resists infection after a zombie attack, they are immune for the remainder of the round. if a zombie attacks a player multiple times, the chance of infection increases.

the zombie doctor is the inno counter to the zombies. the ZD can diagnose players and determine both if they are infected and if they can be treated. players that have been infected but have not turned may be treated by a zombie doctor, gaining immunity to infection. players that have already turned cannot be treated, and players that are healthy will gain no benefits from treatment.

dead rising is altered so that it occurs every night after the first day. rather than all players reviving, every dead player has a random chance to revive into a zombie. players that have turned previously are more likely to return as zombies in this way.

along with all this, the day cycle is much shorter in this gamemode to go along with the mechanics of these roles. the mafia does not exist in this gamemode to avoid excessive chaos caused by having three evil parties at once.

Public Beta Release
Day cycle (required)
Joke Gamemodes Expansion
Original Gamemodes Expansion
Music Files
Eval Loader Expansion
Reputation Expansion
Deathville, USA Gamemode


~i'm also hosting all the time but no one bothers~

~i'm also hosting all the time but no one bothers~
no love for tbp :(

« Last Edit: February 28, 2016, 03:36:59 AM by The Titanium »

Deathville, USA sounds like awesome, and it might as well be a standalone gamemode.

Quote
Deathville v1.1.0:
+added special zombie possibility
+added zombie runner
+infected should now get the same rising bonus as turned players

Joke Modes v1.1.0
+added chaos mode
+added Support_Updater support

Joke modes will require a redownload, only just now added Support_Updater.

the server status thing is all N/A
is the server down?

I are not smart.

Question: Is the infection chance additive or multiplicative (per hit)? Is it possible for one to have 100% infection chance?

Question: Is the infection chance additive or multiplicative (per hit)? Is it possible for one to have 100% infection chance?
the base chance for a zombie to infect a living player is 20% (convert to infected), the base chance to revive a dead player to a zombie is 40%

additional attacks each increase the chance by a factor of 25% * attack count, meaning four attacks will double the chance (100% increase)

under default settings it wouldn't be possible to reach 100% infection chance because each attack deals 14 damage, meaning you can only ever attack eight times. the maximum chance for infection from a zombie would be 0.55 (eight attacks would kill the player), but you could reach 100% chance to revive as a zombie with just six additional attacks.

there is no resisting an infection from an infected player though. that's always 100%

the actual math in the code is:
($MM::GPZombieWeakRaiseChance * (1 + %mem.weakInfectWeight * $MM::GPZombieAdditionalAttackWeigh t))
where:
$MM::GPZombieWeakRaiseChance is the base chance
%mem.weakInfectWeight is the number of additional attacks
$MM::GPZombieAdditionalAttackWeigh t is the increase rate

i've also released version v2.2.1 for MMT, which is a bugfix for the expansions system:
Quote
+fixed expansions GUI text messing up at different resolutions
+fixed expansions GUI not actually working at all
+server will now automatically generate an MMTExpansions.cs file if one does not exist
« Last Edit: February 28, 2016, 03:20:39 PM by otto-san »

players are getting butthurt over zombies revealing information, even though zombie cultists did this all the time
xot claims it's "gamethrowing"

what do you think otto

revealing what kind of information? sounds like it goes under rule 3
Quote
3. =All= DO NOT make a deliberate attempt to cause your team to lose.
   3a. Suiciding in any form (direct Self Delete, jumping to your death, using cute commands or drawing suspicion to yourself to be shot) falls under this category.

players that are being stupid like should be banned anyway even if it doesn't break a rule. in dead rising i would be a bit more lenient because dead rising's purpose is to cut the game short but for revived roles it's Not Ok
« Last Edit: February 28, 2016, 08:41:08 PM by otto-san »

revealing what kind of information? sounds like it goes under rule 3
what if it's on the other team
e.g. infected vs. cult

EDIT: then why is everything visible in chat then

mostly because of precedent set by original mm but i'm starting to think it's Probably Not a good idea if revivals are going to be a standard thing

in fact i'm going to go through and nerf spectators

poll about spectators hearing chat
http://strawpoll.me/6951671
« Last Edit: February 28, 2016, 09:01:55 PM by otto-san »

either something went amiss
or zombies are just not working in the recent update

does it require loading when the gamemode loads or what