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Add hyperzine injector alternative for the cosmic cult #4194
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Add hyperzine injector alternative for the cosmic cult #4194
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Test fail is real and is rather confusing |
Okay somehow that fixed it. Good. |
Direction Review when i feel like it |
Well at least you're honest |
Emergency air loss kits bout to be wild with these |
I mean, isn't it cool when cult utilizes their members' access to get a lot of stuff for conversion? If you can organize 10 dudes to get a lot of airloss kits, transmute all the pens, and then distribute the injectors among said 10 dudes, I think you absolutely deserve the advantage that they give. |
Lets melee fighters go fast, cult are melee fighters, cult should go fast. Also has the alternate use case of stabbing two of them into the hos and watching them run off at mach 10 for the 8 seconds they have left to live. Very neat. Nontheless this is direction approved. Go ping deltanedas when youre happy with the sprite. |
Don't think I'll do better than this (I've somehow spent an hour on that already), so I'd probably say merge it as-is and wait for someone to PR a resprite? Or is it that bad that we don't want it merged with the current sprite? I mean, understandable, it's shit :blunt: |
Okay, got HMTLSystem on it, though they'll need some time. I guess it's fine to merge as is, and hopefully we'll have better sprites in a day or two. Updated the changelog accordingly, too. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
# Conflicts: # Resources/Locale/en-US/_DV/cosmiccult/reagenteffects.ftl
Alright, conflicts resolved, and it no longer looks like ass (thanks @HTMLSystem for the new sprites). |
About the PR
Added malign injector, an alternative to a hyperzine injector, but for cosmic cult. It can be obtained by transmuting any medipen (except for itself) at a glyph of blades (it DOES have a needle, so...). Injects 10 units of a new reagent called anti-entropy, with effects mostly similar to hyperzine, but with some twists. Notably, it deals damage when injected into a non-cultist. Most other effects still apply, though, so the crew can use the injectors if they can take the damage, much like any other cult equipment. Additionaly, when overdosing (more than 10 units), aside from dealing damage, it also increases the speed even further, so you can pop two injectors at once for a last stand (50% additional speed is no joke), but you probably will not survive it. You could also try to use it as a weapon, though this would probably not be very effective, but definitely useful in certain situations.
Why / Balance
Cultists are primarily melee fighters. Fighting in melee requires one to go fast, otherwise you will just not get close enough to your opponent. Any sort of stun protection is also something that cultists notably lack. This provides a way for cultists to temporarily gain both of those. However, medipens are rather rare to come by, and most of them are quite useful by themselves, so the cult can't just get a virtually infinite supply of stims.
Technical details
YAML ops. Utilizes HasComponent reagent condition to check if the target is a cultist or not. Sprite is made by me and is kinda mid, feel free to make a better replacement if you wish.
Media
Reagent



Injector description
Injector sprites (kinda mid)
Requirements
Changelog
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