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Swarmer cost fixes + traps work on mechs #12247
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Could we use a different icon for the swarmer traps breaking? IMO its pretty jarring and large, I think the sprites in |
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looks good, but projectile icon change might be good as doc said
If you show me the projectile you have in mind, or even produce a sprite for me to use I certainly don't mind, but I would rather not hold this up because of an aesthetic disagreement. I would include it with the expanded overhaul if this newer flow is well received. This was part of a low-effort experiment to help determine whether swarmers are worth overhauling entirely or if the core idea of swarmers is unsalvageable in others' eyes. |
These sprites aren't the right size, they will only animate over a single tile or else look horrible when sized up. In order to accurately convey that the trap is an AoE, I need a sprite which is wide enough to cover a 3x3 area, 96x96. At the very least it needs to be 64x64 so it at least partially covers the surrounding tiles which are affected. |
About The Pull Request
Swarmer replication is now actually usable at 20 resources, instead of requiring 50+ to be stored. This does not change the cost of the ability, just the point at which it becomes available to use.
Swarmer walls have had their error message adjusted in the same vein - it can now be used with only 2 resources, in line with the cost.
Swarmer traps now have a warning if you try to place one without enough resources instead of performing the build only to fail.
Swarmer traps now cause mechs to take the same damage as cyborgs do, and also ensures the mechs can trigger traps too. Mechs will be disabled for three seconds instead of ten however.
Why It's Good For The Game
Fixes good.
Mechs pose a similar or greater threat than cyborgs do, and are similar in makeup so it only makes sense that they would be similarly affected. This allows them to put up a modest fight against mechs now in much the same way as they can cyborgs. Mechs are far more likely to be equipped with the necessary ranged tools to deal with the traps so they will remain a powerful foe for swarmers to overcome though.
Testing Photographs and Procedure
dreamseeker_7sOchKFKnj.mp4
Changelog
🆑
tweak: Mechs are now affected by swarmer traps, however they will only be stunned for three seconds instead of ten.
fix: Adjusts swarmer abilities so that they are available in accordance to the recently updated costs
/:cl: