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Syndie Vessel Interception, WizFed Probe, Blood Moon (New NPCs, Bluespace Events, Dungeon Enemies) #969
Syndie Vessel Interception, WizFed Probe, Blood Moon (New NPCs, Bluespace Events, Dungeon Enemies) #969
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RSI Diff Bot; head commit 28d4295 merging into 8dcb88a Resources/Textures/_NF/Effects/bloodcultbeams.rsi
Resources/Textures/_NF/Mobs/BloodCult/ascended_cultist.rsi
Resources/Textures/_NF/Mobs/BloodCult/bloodcultleech.rsi
Resources/Textures/_NF/Objects/Specific/Wizard/conjuredsoap.rsi
Resources/Textures/_NF/Structures/Specific/BloodCult/airlock.rsi
Resources/Textures/_NF/Structures/Specific/BloodCult/bloodcollector.rsi
Resources/Textures/_NF/Structures/Specific/BloodCult/glowingfloor.rsi
Resources/Textures/_NF/Structures/Specific/BloodCult/gravity_generator.rsi
Resources/Textures/_NF/Structures/Specific/BloodCult/gravity_generator_core.rsi
Resources/Textures/_NF/Structures/Specific/BloodCult/light.rsi
Resources/Textures/_NF/Structures/Specific/BloodCult/props.rsi
Resources/Textures/_NF/Structures/Specific/BloodCult/pylon.rsi
Resources/Textures/_NF/Structures/Specific/BloodCult/wall.rsi
Resources/Textures/_NF/Structures/Specific/Syndicate/cybersundataminer.rsi
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Gave this another pass and toned down loot from NPCs (removed china lake, bulldog, eldritch blade). Updated PRs description to reflect current state of mobs and loot from them. Some images are a bit dated, I'll update them eventually. |
Updated screenshots in PR |
Surprisingly not much was broken here after updates |
ok this is looking like its in a good spot for a formal official review, but it will take a good while. I will likely have time this thursday to do an in-depth review and maybe get this in and testing |
Ok, I split up reviewing this over a few days, but I couldnt find anything that jumped out at me. It is like, 20k lines of yml, so im trusting the linter quite a bit here. Everything seems to work as described in-game, but I have 2 issues. For one, the summoned soap is too transparent and difficult to see. At first I thought it wasnt firing properly but it was just nearly impossible to see the soap, especially with the wizard lighting. Second thing, is the blood cult blood bolt guns shoot too fast, both the turrets and the NPCs. Their fire rate should be toned down a bit and maybe make the recharge time longer for the innate recharging. Syndicate enemies felt balanced only because the china lake NPCs had a tendency to just fire point blank, which is hilarious and accurate. Once those 2 things are tweaked, I would say this is good to merge. |
Lowered fire rate for cultist and turret from 8 to 1 and 2 respectively, made conjured soap unshaded and added glow component to it, it's more visible now even with those lights. decreased amount of stored shots for cultist from 8 to 4. |
and increased recharge cooldown for cultists from 1 to 1.5 |
About the PR
New mobs and factions
The main focus of this PR is adding new hostile humanoid NPCs to use in dungeons (they do in fact appear as dungeon enemies) and on wrecks that function better/differently that basic Hostile Salvager. NPC Features:
New structures
Added some structures for Syndicate and Blood Cult (mostly for blood cult):
New bluespace Events
Added 3 new Bluespace Events to demonstrate newly added NPCs and add some variety to the shifts:
Intercepted Syndicate Vessel: "Attention all available NanoTrasen personnel! NanoTrasen Naval Command disrupted the FTL-jump of Syndicate Vessel, according to our deepspace scanners the vessel either already entered the real space in your sector or is about to enter. Code: Intercept, Expunge, Exterminate, Cauterise. Expect armed opposition, use of lethal force against enemy agents is authorized. Do note: any loss of NT affiliated personnel lifes will not be compensated."
Detected Wizard Federation Probe: "Attention all available NT personnel! NT Naval Command detected bluespace anomaly in your sector with the signature indicative of imminent arrival of a Wizard Federation micro vessel. Code: Intercept, Detain, Incarcerate. Arrest the intruders and prepare them to be handed over to NT Special Forces Unit for enhanced interrogation."
Blood Moon Rising: "A̴̗̕ť̸͓t̸͍̂en̵̠̑t̸̗̅i̸̜̓on ̷̘̿all Sē̷͓curity ̶͗͜peṟ̴͆s̶̹̋onnel! NT ̸̛̯N̸͙̓ava̸̰̒l C̶̡͊omm̶͉̉a̷͖̾nd dete̷͙̽c̴̱͗te̶͓̓d bl̵͎͆uesṗ̴͉ać̴͉e an̵͚͋o̸̤͑må̴̫l̷̜͂y ̵̨͋in yȍ̴̠ų̶͝r sect̸̬̅or ̵͈͝w̴͍͊ith the s̶̖͌ig̵̰̓na̷͖͊t̶̲̑urē̴̮ ̸̪͛i̴̝͆ndicative of ̶͎̽imminent arri̸̞̅vaḽ̵̓ of ̷̣͛a̸̞͛ B̵̖͊loő̸̳d C̶̨̽u̵̥̇lti̵̐͜s̵̰̏t'̴̢͘s ̸͓̌vessel.̷̳͠ Security C̴̹͝ò̶̤de̴̦̕: In̴̛͎terc̸̨͆ep̴̤̉t̴̰̆, ̶̫̄Expunge, E̶̺͝xt̷͔̅erminate, C̸̮̽aut̶͉̕e̶̥͝rise. Expe̶̛̦ct armed̴̠̒ ̴̢̅op̷̤̄poś̸̗it̵̜̎ion, ̸̥̆u̵̪͂se o̵̠͂f̵̺̿ lē̸͕t̸͖͗hal fȏ̵̦rce ̶̻̍ag̷̠͒ain̵͖̏st enemy agen̸̳̎t̵̥̀s is autho̵͙͑ri̷̺͗zed̷̼̊. ̵̰̇Pȓ̸͚event N̵̯͛T-affiliate̸̺̓d ̷̞͐captains ̵̣̒wi̸̬̚t̴̝͆hout security̷̨̔ access from̸̖̓ gain̶̜̋ing access to the enemy ̵͔͛ve̸̖̋ssel and i̵̫͌ts coń̷̞te̷͋ͅnts. And ȑ̷̰e̶̬͗mê̴̬mb̶̨͘er:̷̜͠ ̸̤̎Na̶͘ͅr̶̳̚'Sie is n̸̮͆ot real ̸̝̀and can̸̦̽ nó̵̳t hurt ̵̛̭yoū̸ͅ."
New dungeon enemies
Syndicate Naval Forces and Blood Cultists can now be encountered in dungeons.
Syndicate related dungeons missions:
Blood Cultist related dungeons missions:
Why / Balance
Spessmen need more things to shoot at (or get killed by).
Technical details
Event: Intercepted Syndicate Vessel
Use the following command to spawn the syndicate event:
addgamerule BluespaceSyndicateFTLInterception
10 new hostile AI controlled mobs with set loadouts and spawners, new mobs are immune to low pressure and lack of oxygen, can't slip:
NPCs can't close gun bolts, so instead of giving them the ability to actually use guns, I "implanted" the guns inside them, works the same way as xeno spitters do. Gave mobs corresponding weapons just for looks/loot.
Other than the stuff on mobs, players will be able to find several contraband crates (those are random spawners, so no guarantee) scattered around the ship, 110k of loose cash, 1 bloodred hardsuit.
Event: Detected Wizard Federation Probe
Use the following command to spawn the syndicate event:
addgamerule BluespaceWizardFederationScout
5 new hostile AI controlled mobs with set loadouts and spawners, new mobs are immune to low pressure and lack of oxygen, can't slip, wield wizard's staffs (melee weapons that don't cast spells), have 25% reflect chance, have death acidifier implant, very high stamina:
Event: Blood Moon Rising
Use the following command to spawn the syndicate event:
addgamerule BluespaceBloodMoon
7 new hostile AI controlled mobs with set loadouts and spawners, new mobs are immune to low pressure and lack of oxygen, can't slip, utilize cult equipment, primarily deal lots of slashing damage:
Added some blood cult themed structures (most of them tgstation conversions). Purely cosmetic for now, might add functionality later.
Media
Event: Intercepted Syndicate Vessel
Event: Detected Wizard Federation Probe
Event: Blood Moon Rising
New dungeon factions
New structures
Breaking changes
I'm not exactly an expert on matters of balance, so might be rough around the edges. From my tests all three events can be cleared solo, but it requires a bit of knowledge about the events themselves, good gear, meds and taking it slow. The Syndicate event (and syndicate mobs in general) is easily the hardest one among added.
Changelog
🆑 erhardsteinhauer