Normal Game Changes (New Year 2024 Update)

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Post Post #25 (ISO) » Tue Oct 31, 2023 7:21 pm

Post by Alisae »

guys look you can give the mafia vigs now in the normal queue wow poggers
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Post Post #26 (ISO) » Tue Oct 31, 2023 7:39 pm

Post by DragonEater70 »

Oh noooo

I'll try it one day.
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Post Post #27 (ISO) » Tue Oct 31, 2023 7:49 pm

Post by Gamma Emerald »

:D
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Post Post #28 (ISO) » Tue Oct 31, 2023 10:20 pm

Post by Ausuka »

In post 22, usesPython wrote:
In post 2, Ausuka wrote:
Multitasking must be specified.
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.
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Post Post #29 (ISO) » Tue Oct 31, 2023 11:16 pm

Post by Not_Mafia »

Ego
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.
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Post Post #30 (ISO) » Tue Oct 31, 2023 11:25 pm

Post by Ausuka »

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.
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Post Post #31 (ISO) » Wed Nov 01, 2023 12:02 am

Post by TemporalLich »

yeah I do want some sort of form to submit role proposals to potentially be on the Experimental Role List
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Post Post #32 (ISO) » Wed Nov 01, 2023 1:15 am

Post by TemporalLich »

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)
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Post Post #33 (ISO) » Wed Nov 01, 2023 1:52 am

Post by DragonEater70 »

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?
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Post Post #34 (ISO) » Wed Nov 01, 2023 2:02 am

Post by Ausuka »

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.
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Post Post #35 (ISO) » Wed Nov 01, 2023 2:03 am

Post by Ausuka »

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.
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Post Post #36 (ISO) » Wed Nov 01, 2023 4:46 pm

Post by BBmolla »

In post 25, Alisae wrote: guys look you can give the mafia vigs now in the normal queue wow poggers
i did it like 10 years ago

it's a really brutal game for town, endless town flips lmao
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Post Post #37 (ISO) » Wed Nov 01, 2023 7:01 pm

Post by Ythan »

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Post Post #38 (ISO) » Thu Nov 02, 2023 10:18 am

Post by Flavor Leaf »

mafia vig allowing an extra mafia kill just lets them control day so much more, so be weary of that when designing those setups.
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Post Post #39 (ISO) » Thu Nov 02, 2023 10:48 am

Post by Cook »

going to start giving mafia compulsive loyal vigilantes
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Post Post #40 (ISO) » Thu Nov 02, 2023 11:42 am

Post by Random Nurse »

Can you make it so in Multiball both Scumteams have Compulsive Vigs but they can't kill Townies?
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Post Post #41 (ISO) » Thu Nov 02, 2023 1:53 pm

Post by usesPython »

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
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Post Post #42 (ISO) » Thu Nov 02, 2023 2:56 pm

Post by N »

I like what you've done with godfather
Last edited by N on Thu Nov 02, 2023 3:15 pm, edited 1 time in total.
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Post Post #43 (ISO) » Thu Nov 02, 2023 3:11 pm

Post by Random Nurse »

In post 41, usesPython wrote:
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.
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Post Post #44 (ISO) » Thu Nov 02, 2023 5:45 pm

Post by biancospino »

In post 40, Random Nurse wrote: Can you make it so in Multiball both Scumteams have Compulsive Vigs but they can't kill Townies?
RedMafia Informed compulsive combined Vigilante Doctor (all BlueMafiosi are Doctor-Immune)
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Post Post #45 (ISO) » Fri Nov 03, 2023 4:37 am

Post by Gamma Emerald »

In post 43, Random Nurse wrote:
In post 41, usesPython wrote:
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
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Post Post #46 (ISO) » Fri Nov 03, 2023 8:26 am

Post by Aureal »

In post 28, Ausuka wrote:
In post 22, usesPython wrote:
In post 2, Ausuka wrote:
Multitasking must be specified.
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?
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Post Post #47 (ISO) » Fri Nov 03, 2023 8:49 am

Post by Cook »

yeah i'm not sure if demodifying multitasking was necessarily the best but sure
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Post Post #48 (ISO) » Fri Nov 03, 2023 9:18 am

Post by TemporalLich »

yeah I agree, Multitasking should still be a modifier in Complex Normal games (and inherent multitasking should still be allowed as a rule)
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Post Post #49 (ISO) » Fri Nov 03, 2023 9:37 am

Post by DragonEater70 »

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.

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