Title says all, this post contains small changes to many roles
Note that roles like psy or framer wont be mentioned because the changes they need aint small
Changes with a (?) Are adjustments that I am unsure about
Lets go
Town leader
Yeah; this is the best way to prevent random mayor/jailor from spawning
This alignment would be composed by just mayor and jailor (since I dont want to make trans unique and I am nerfing it anyway)
Town (Leader) roles are unique, and they may not spawn through random town slot (they can spawn in Any slots though)
Rank (and any balanced list) would change jailor for town leader
Jailor
-May not jail the same player twice in a row
-Jailed players will not be notified if someone attacked/roleblocked/transported/whatever them in jail
-2 executions (?)
To prevent jailor from deadlocking MK forever, to help hypno a bit and reduce town confirmability another little bit
Not sure about the 2 executions
Mayor
-Can be healed now
-Can whisper and be whispered to (?)
Mayor is much weaker than jailor, even with the small nerfs
Not being healable is stupid, rng decides wether mayor is completely defenseless or not
Whisper thing is because jailor or any confirmed townie can still be whispered
Town Killing
Vigilante
-Will not suicide if they shoot a townie, they will only put away their gun
-2 bullets (?)
Vigi shooting a townie most of the time costs town the entire game, not to mention witch exists
2 bullets in case vigi becomes too strong, but I dont think ots needed
Veteran
-Cannot alert n1
To prevent shitty d1 baits and encourage veterans to do less braindead plays
Also to reduce n1 luck
I wanted more changes but no one liked them so im not putting them here
Town Protective
These are changes mostly to prevent tp chains
Doctor and Crusader
-They may not target the same player twice in a row unless said player is attacked.
It prevents chaining, but it doesnt punishes doctor/crusader for playing good
Bodyguard
-May not be healed/protected if they fight off an attacker
-Can multitask now (use vest and guard someone at the same time)
-Cannot be guardian angel's target
-If they fight an attacker while using vest they will survive (?)
-If there are multiple attackers, all of them will be stopped but bodyguard will not attack anyone (?)
Bodyguard cant protect neither from astral nor indirect attacks, the vest thing is to allow some clutch plays
The multiple attacker interaction was suggested in another thread to remove the rng and I liked it
Trapper
-If trapper is controlled into placing a trap, they can dismantle it
-If multiple attackers visit your trapped target, the trap will stop them all but will not attack anyone
The CL mechanic is so fucking stupid that I would even consider it being a bug
The other change is for the same reason as bg change
Town investigative
Investigator
viewtopic.php?f=14&t=120082&p=3617624&hilit=Investigator+result#p3617595
Idc very much about surv amne and VH, but psy and dusa being in that result is stupid, is one of the reasons so many town roles are insta confirmed by investigators in coven
Sheriff
-SK and CL appear innocent now
-Roles with detection immunity will lose it for the night if they attack someone (or kill someone?)
-Necronomicon no longer gives detection immumity
To allow sheriff to find GF, arso and jugg under certain conditions
Necronomicon change is because it makes no sense for coven to be much better than mafia against sheriff when their weakness is investigation
Lookout
-Remove the 3 visits limit (?)
This is suposing tplo meta is nerfed, LO is suposed to target people that will be visited so it shouldnt have a limit
Town Support
Transporter
-Only the first target will be notified that they were transported
-May not self transport (or can only do it once/twice)
Transporter is way too confirmable, on top of that it is also very hard to kill due to unlimited self transports
Retributionsit
viewtopic.php?f=27&t=118506&p=3616263&hilit=retributionist#p3608929
reduces rng