Skip to content

Comments

Re-enables Werewolf as roundstart antag, WW Objective Text Rewrite#307

Open
Tenryumi wants to merge 2 commits intoCausticCove:mainfrom
Tenryumi:werewolves-come-BACK
Open

Re-enables Werewolf as roundstart antag, WW Objective Text Rewrite#307
Tenryumi wants to merge 2 commits intoCausticCove:mainfrom
Tenryumi:werewolves-come-BACK

Conversation

@Tenryumi
Copy link

@Tenryumi Tenryumi commented Feb 5, 2026

About The Pull Request

Re-enables werewolves by setting their weight back to what it was before they were before being disabled.

Additionally, the objective and alert messages for werewolves have been rewritten in ways that makes it more clear to players that they don't NEED to jump to trying to frag the entire population.

Developer's checklist

  • Try to modularize as much as possible.
  • Mark the start and end of edits outside the caustic modular folder (if applicable) for changes made.
  • Ensure that it compiles locally, and test new features (when applicable, please record if not!), or potential issues with related features.

Testing Evidence

Why It's Good For The Game

Enabling Werewolves

The main reason werewolves were disabled was because the claim that they were very buggy, and deleted vored prey when transforming to/from a werewolf.
I have checked the code, and done extensive testing with werewolves and vore mechanics in a private server, then on the live server in a testing environment (with admin assistance.) In both test sessions, I found that mobs and player mobs do not get deleted when transforming to/from a werewolf.

After verifying this doesn't happen, I even had not one, but two proper, normal rounds as a werewolf, (again, with admi assistance.) In the latter round, I even vored someone as a werewolf. Upon transforming back, the prey was perfectly fine, and everything worked as expected. I experienced no buggy quirks in any of my testing so far. I think I can confidently say we can re-enable this antag!

Rewrite of the objective texts

In their current state, the objective/alert messages for werewolves can give a newer player the impression that they need to murder and bite as many people as they can reach, and that there is only a particular way of playing a werewolf.

I have rewritten these in ways that hopefully convey that there are multiple acceptable ways to roleplay as a werewolf, by suggesting that you (the werewolf character) may not even be a werewolf by choice, and that you have the option to IC try to "resist" the powerful compulsions of the Volf.

Changelog

🆑 Ryumi
code: The objective and alert messages for werewolves have been rewritten in ways that make it more obvious that one does not have to fragmax as a werewolf, and that it's even possible to be an unwilling werewolf trying to fight back against the need to feed.
config: Werewolves have been re-enabled for Caustic Cove!
/:cl:

@github-actions github-actions bot added the Code label Feb 5, 2026
@SomeDeviant
Copy link

AWOOOO

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants