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Mindflayers v0.9, Playable Edition! #26596
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… into mindflayers
Co-authored-by: Burzah <[email protected]>
Co-authored-by: Burzah <[email protected]>
… into mindflayers
… into mindflayers
Co-authored-by: DGamerL <[email protected]>
Co-authored-by: DGamerL <[email protected]>
… into mindflayers
… into mindflayers
Mindflayers Style Changes V1
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Labels
-Status: Awaiting approval
This PR is waiting for approval internally
Balance
This PR will modify how effective something is or isnt
Feature
This PR is a new addition to the game
Requires Space Law Update
This PR requires an update to Space Law.
Requires Wiki Update
Useful for Wiki Contributers to search for things that need updating
Sound
This PR modifies the game sound
Sprites
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Testmerge Requested
This PR has a pending testmerge request
TGUI
This PR modifies TGUI, will conflict
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What Does This PR Do
Revitalizes #22001, with a functional antagonist.
Adds Mindflayers, a new antagonist type designed to be given if an IPC would otherwise roll vampire or changeling. They function similar to vampires, in that their gameplay loop is about kidnapping crew to grow stronger. Instead of spending blood on spells however, mindflayers get swarms in the form of brain damage dealt. Swarms are spent to unlock and upgrade abilities.
They have a heavy focus on customization and upgrading yourself via the many passives mindflayers can buy.
https://docs.google.com/spreadsheets/d/1kBtqozUu1UAixtaczA2C70K8ETcjuqjqqKAquB4PqQI/edit?usp=sharing
This is a spreadsheet with all the information on all the mindflayer abilities/passives we've made. Currently there are two main paths, destroyer and intruder. Buying abilities from a specific category does not lock you out of buying abilities from other categories, however you can only purchase a single stage 4 ability.
A special thanks to ItsMarmite for making the intro stinger effect for us!
Mindflayers can be contained via an implant that suppresses the ability for them to cast most of their spells. It can be printed at RnD after they get 5s, or ordered from cargo in a crate. You can also test someone for being a mindflayer by checking their reaction to chemical, made by combining space lube, teslium, and aluminum. Mindflayers will begin to jitter and spark when it's in their system, but it'll heat up any IPC that drinks it a dangerous amount.
So why v0.9?
Well, as much as I love to pretend to be a full stack developer, the menus and icons are still very ugly. They're functional, but ugly. Additionally, there were originally plans for a third category. I haven't given up on that quite yet, so that's why flayer_mob.dm still exists, its groundwork for the next category of mindflayers. Ideally a v1.0 would look better, and have that thrid ability tree that players could take.
Why It's Good For The Game
I already mentioned most of the reasoning in the previously linked PR, but to recap:
IPCs don't need to engage with 2/3 of the main antagonist types on paradise. Both in not being able to roll them, and having an immunity to at least some of each antagonists' kits. I think this new antagonist type will work well to not disrupt the current flow of rounds, while fitting in nicely as its own unique thing.
Images of changes
Gimme a bit
Testing
Extensively tested each abillity as it was being developed, then went back after everything was done and made sure everything still worked how I wanted it to.
Declaration
Changelog
🆑 DGamerL, Burza, BiancaWilkson
add: Mindflayers, an antagonist type rollable by IPCs who would otherwise roll cling or vampire.
/:cl: