-
Notifications
You must be signed in to change notification settings - Fork 565
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Adds chemical property encephalophrasive #6567
Adds chemical property encephalophrasive #6567
Conversation
Defines the new property
Adds the property itself, and all of its effects
Adds the combination of properties which make Encephalophrasive
Removed the description saying it increases clarity with higher levels. Potency doesn't actually change anything but the amount of brain damage you take from an overdose
does that delete really need to be in the changelog though? |
Removes focusing from the combination to prevent focusing from canceling out nerve-stimulating thus preventing encephalophrasive from forming
Question to the PR. Does this create a new type of hivemind, or does it intrude on the greeno hivemind? Because having 0 space for privacy for greenos feels shit. |
It doesn't give you access to any of the xeno hiveminds. It just lets you telepathically message people |
makes the critical overdose process actually critical and not the exact same as normal overdose
Changes 'M' to 'chem_host'
Verb is only processed upon initial ingestion
Adds flavor text upon ingestion
revises ingestion flavor text
About the pull request
Adds a chemical property which causes pain but allows the host to communicate telepathically
Encephalophrasive is made by mixing Nervestimulating, and Psychostimulating
OD causes severe brain damage
Critical OD causes paralysis
It's not a mystery that I'm a comics nerd, and it's touched upon multiple times within the comics, and games that humans who have exceptionally strong wills (or have enhanced willpower due to drugs) are able to cause xenomorphs to 'falter' and pause for a moment before acting. While telepathy doesn't necessarily do that, it has the potential to do so.
Additionally, humans (in real life) already transmit brainwaves to others and can percieve (at a very low level) other peoples brain waves, so it's not entirely sci-fi nonsense.
Explain why it's good for the game
Provides an extremely fluffy way for researchers to communicate with xenomorphs and potentially eachother, as well as potentially making this a "Wanted" chem in the same way as DNA Disintegrating is. (Though probably to a significantly lesser degree)
Testing Photographs and Procedure
Screenshots & Videos
https://youtu.be/qQ8JIavtHAA
Changelog
🆑
add: Adds the Encephalophrasive property for chemicals
del: Removed bit of description that falsely said that higher potency affected clarity of messages
fix: Removes focusing from the combination to prevent conflict between focusing and nerve-stimulating, thus preventing encephalophrasive from forming
fix: Revises the second overdose to be for critical overdoses, as it was intended to be
code: Swaps 'M' variables for 'chem_host'
code: rehauled how ability 'giving' is handled, and is now only processed upon initial ingestion of the chemical instead of every tick
add: Adds a brief piece of flavor text upon initial ingestion.
/:cl: