Multitasking is no longer a modifier. This change is meant to reduce ambiguity and restore some functionality to roles like Fruit Vendor, which once could confirm themselves in certain situations with one mafia remaining. Instead, all games should specify at gamestart if mafia have multitasking or they don't.
How does this work with Serial Killers given that something like Multitasking 3-Shot Activated Bulletproof Serial Killer is no longer Normal? Can SK's be multitasking (since they're not mafia), can we have multitasking only for specific multiball factions/serial killers/mafia? If it's a large with an unannounced SK how do we make them multitasking without giving away the existence of a serial killer?
Apologies for any confusion. SKs can in fact be multitasking. In this context, we define multitasking as the ability to use both a personal and factional ability on the same night. Both mafia and SK can do this.
In complex large, the standard text should clarify if non-town players have multitasking. Any other game cannot have a SK unless announced.
No matter what happens, I'll be right there with you.
Also, what is NM doing? Worst play I’ve ever seen.
I can't remember the last N_M post that wasn't bland, unimaginative and lame. Some shitposters are at least somewhat funny. You are the epitomy of the type of poster that nobody would miss if you were to suddenly disappear. You never add anything of value.
I'm guessing you haven't read the game and probably never will? Why even sign up to play?
Regarding role proposals, I don't want to promise anything right now. Something I'm thinking about is a form where users can suggest to add new roles to the experimental list or to move existing roles between compartments. Obviously submitting something doesn't guarantee it's going to get added, but I do want to at least take community feedback into account, to the extent it's possible to get an accurate perception of what the community at large wants.
No matter what happens, I'll be right there with you.
would a Gunsmith see guns on a Modifier Cop, an Inventor capable of giving a power that counts as having a gun, and someone holding an invention that counts as having a gun?
Modifier Cop is a Role Cop variant, and Inventor can give out role powers. The interaction of Inventor being able to millerize someone to a Gunsmith might be undesirable, however.
I'd also assume Inventors should only be able to give inventions that are allowed in Complex Normal games for any alignment (e.g. no Friendly Neighbor or Juggernaut inventions in Normal games, though a Vigilante invention should be fine)
Also I probably should've asked this a while ago but what happens when a Juggernaut and a Bodyguard target the same person? Does the bodyguard also die or only the target?
In post 32, TemporalLich wrote:
would a Gunsmith see guns on a Modifier Cop, an Inventor capable of giving a power that counts as having a gun, and someone holding an invention that counts as having a gun?
Modifier Cop is a Role Cop variant, and Inventor can give out role powers. The interaction of Inventor being able to millerize someone to a Gunsmith might be undesirable, however.
I'd also assume Inventors should only be able to give inventions that are allowed in Complex Normal games for any alignment (e.g. no Friendly Neighbor or Juggernaut inventions in Normal games, though a Vigilante invention should be fine)
A gunsmith would get a positive result on a modifier cop, as is standard for roles with the Cop suffix.
An inventor has a gun if it gives out powers with a gun.
Someone holding an invention with a gun shows as having a gun after they receive the invention. They will still have the gun after they use the ability, as they are in effect granted a 1-shot ability and a 1-shot cop still has a gun after it uses its role.
No matter what happens, I'll be right there with you.
In post 33, DragonEater70 wrote:
Also I probably should've asked this a while ago but what happens when a Juggernaut and a Bodyguard target the same person? Does the bodyguard also die or only the target?
Only the target. The bodyguard's action is considered to have failed.
No matter what happens, I'll be right there with you.
In post 40, Random Nurse wrote:
Can you make it so in Multiball both Scumteams have Compulsive Vigs but they can't kill Townies?
Make every townie Vigilante-Immune using the new Role-Immune role
The problem with that notion is that all Townies would then have an idea that there are Vigilantes in the game, probably even Mafia Vigilantes.
There should be a modifier specifically for Scum in Multiball games that basically doesn't let Scum NK Townies. Would allow for larger Scumteams and even more crosskills.
In post 40, Random Nurse wrote:
Can you make it so in Multiball both Scumteams have Compulsive Vigs but they can't kill Townies?
Make every townie Vigilante-Immune using the new Role-Immune role
The problem with that notion is that all Townies would then have an idea that there are Vigilantes in the game, probably even Mafia Vigilantes.
There should be a modifier specifically for Scum in Multiball games that basically doesn't let Scum NK Townies. Would allow for larger Scumteams and even more crosskills.
Maybe something like loyal but other mafia teams count as “the same” alignment
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Multitasking is no longer a modifier. This change is meant to reduce ambiguity and restore some functionality to roles like Fruit Vendor, which once could confirm themselves in certain situations with one mafia remaining. Instead, all games should specify at gamestart if mafia have multitasking or they don't.
How does this work with Serial Killers given that something like Multitasking 3-Shot Activated Bulletproof Serial Killer is no longer Normal? Can SK's be multitasking (since they're not mafia), can we have multitasking only for specific multiball factions/serial killers/mafia? If it's a large with an unannounced SK how do we make them multitasking without giving away the existence of a serial killer?
Apologies for any confusion. SKs can in fact be multitasking. In this context, we define multitasking as the ability to use both a personal and factional ability on the same night. Both mafia and SK can do this.
In complex large, the standard text should clarify if non-town players have multitasking. Any other game cannot have a SK unless announced.
Soooo, what about what would've been Multitasking town roles? Is it just up to the mod to write the role PM to explain whether multiple powers can be used at the same time or not? Town 1-Shot Bulletproof Lazy Multitasking Checker Shield was the most fun role I've gotten, surely it's not just impossible now?
"Yeah after a point it felt like Aureal was the only one talking sense despite being a goose so I just followed."
-furtiveglance
In post 48, TemporalLich wrote:
yeah I agree, Multitasking should still be a modifier in Complex Normal games (and inherent multitasking should still be allowed as a rule)
I agree, and I think multitasking should probably be just on by default for non-complex games and toggleable both for all anti-town and individual roles in complex.