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Poison expansion part 2 #904
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*Iwazarudol: A poison that temporarily mutes the victim after around 20 seconds. The victim will gasp when they lose their voice. Recipe: Plasma (1) + Sleep Toxin (1) + Silicon (1) = Iwazarudol (3) *Blaze oil: Sets you on fire randomly. Recipe: None! High potency ghost chillies only. *Fangshenine: Irridiates the victim. Like old mutagen, but without the mutation...though they will likely still mutate from the radiation later on. Recipe: Phosporous (1) + Radium (1) + Alluminium (1) = Fangshenine (3) *Hunzine: Causes brain damage, confusion and a decent amount of toxin damage at the same time. Recipe: Impedrezene (1) + Cryptobiolin (1) + Toxin (1) = Hunzine (3) *Unstable mutagen: This has been changed. It will no longer irridiate the victim. Instead, it will keep mutating them. It will also deal a bit of poison damage. 15u will on average cause 4 mutations in the victim and 30 toxin damage. You can use Fangshenine as a replacement if you wish to irridiate someone instead. *Napalm: Behaviour has been changed. It will now create a firey explosion similar to an exploding welding tank. Using atleast 20u of each reagent will create a slightly denser fireball. Range of the flames depends on the amount of reagents used. Flame range is limited to the maxcap. *Synaptidol: Ghetto chemical. Takes a while to start working. Reduces stuntimes, will get stronger if it remains a while in the body. If it remains too long in the body, it will cause eye, brain and brute damage and make you vomit uncontrollably. The reagent consumption rate is randomized, meaning that the same amount can last longer or shorter each time. This is to prevent players from creating a perfect mix that avoids the negative effects. If you consumed a hopelessly high amount that would be lethal, you can force it out by drinking pure welding fuel... Recipe: Welding Fuel (2) + Robust Harvest (1) = Synaptidol (3) *Beepsky Smash + Neurotoxin: They no longer make you drunk. Everything else remains unchanged. *Cyanide: You can create this now! It has an extremely difficult recipe however... Recipe: Zombiepowder (1) + Ehuadol (1) = Cyanide (2) *Amatoxin: Buffed. Now causes 1.5 damage instead of just 1 per cycle. --- New traitor item: The poison kit. Costs 3 TC. The poison kit includes 3 random poisons. One utility poison, one damaging poison and one strong poison. damaging poisons: chiyanine, maizine, fangshenine, amatoxin, frostoil, hunzine utility poisons: iwazarudol, mizarudol, impedrezene, beepsky smash, chloral hydrate, neurotoxin, unstable mutagen strong poisons: plasma, slime jelly, ehuadol, lexorin, blaze oil
Iwazarudol? Isn't mute toxin a thing though? |
Not on NTstation. I am also not very fond of instant muting chems since if you combine that with beepsky smash/neurotoxin you have pseudo zombie powder...or have it have a recipe that is too difficult to actually be practical. So here's a different take on this. It's designed so you can hide it in food/medicine and strike when your target realizes they were muted and it is not too hard to make. |
You changed napalm like I suggested, I truly love you. The delayed mute is also pretty cool, although I would prefer if you couldn't tell outright that it wasn't a ling mutesting, because the gasp gives it away, and it would be a nice bit of anti meta otherwise. The mutagen change is also nice, less horrible certain death, more horrible certain horrific mutations. Why don't beepsky and neuro make you drunk anymore? Neuro is half booze, and they are supposed to be drinks. Synaptidol seems interesting, but is the randomised time thing completely random, or does it have a rough range? Poison kit is cool, and is a much needed tool for crafty killing. |
Also semi related, nuke ops should get incendiary nades now instead of flashbangs and/or teargas. Or maybe as purchasable items, but either way, they're a far more 'syndicate' crowd control solution then pansy sec crap like flashbangs and tear gas, and would allow ops to go full FIRE mode, with the other incendiary additions. And while I'm at it, the chemical comp of the chem thrower could possibly be adjusted a little, with these changes, I unno. |
*The ventclog event now has different chemicals. More dirt, more lube and more annoying chems. There's even zombiepowder clouds! PAcid removed because it broke so much equipment. *Operative chemsprayer now has a much scarier chemical mix in it.
Other changes I forgot to mention in the above commit: |
*Goey stuff is now easier spread with smoke.
*Synaptidol metabolization rate calculation improvements.
That is truly delicious. How large is the incendiary nade explosion? (I'm assuming that uses napalm). |
Lum: Beepsky Smash and Neurotoxin are now considered a toxin which means that you can use antitoxin to remove them quickly from the body. This is the reason why I removed their drunkenness feature. Synaptidol metabolizing works like this: Each cycle there is a 80% chance that a random amount between 0.4u and 0.04u is removed from the body(in 0.04u steps, so 0.20u for example is possible and there's 10 total possibilities). Incendiary grenades are slightly smaller than the example in the screenshot. The grenades have 75u while the one in my example uses up a total of 90u. The incendiary grenades do get the denser fireball effect! |
*Adds a new incendiary grenade box. *Adds one incendiary grenade box to the syndicate locker.
Alright. This should be all. Time to test this for bugs. |
It feels like every recipe is the same in terms of making it. 1+1+1=3 or 1+1+1=2 or 1+1=2 |
There's still going to be a "closest to perfect" mix that has minimal negative effects with the chances of one consumption rate to another. |
Niknak, can you elaborate a bit on that? Most chem recipes in the game are like that usually. Keep in mind that some of the required chems are also not base chems, meaning that you need to mix/grind/find them first. JJRcop, you're right. In testing I found that due to the average thing there is indeed a near perfect amount of the chem that you want to consume. I will rewrite the metabolizing calculation once more then. |
@Tokiko1 The point is, there is always going to be a "closest to perfect" mix that has the best compromise between drawback and reward, there is no escaping it. |
A lot of the new recipes use plasma or multi complex/uncommon chems, which does make it harder (which is good). Plasma quite often is in short supply, and toxin for example, can only be produced via botany (as far as I know), with chem starting with a single bottle. Perhaps for ghetto synapzine, have a high chance of minor side efforts very early + chance for more serious effects grow with time. I don't care so much for the welding fuel detox though, let them suffer. |
Remove. If you use a ghetto chem, you have no chemlab to make antitox and such. If you have chemlab, you can use synaptizine instead. And buff regular synaptizine. Shitcurity fighting almost unstunnable chemists was fun. Being unstunnable has major downside: it means being valid kill for shitcurity because they can't catch you alive. |
*New metabolization rate calculation for synaptidol. *Mutagen replaced with radium in that backpressure event and some other smaller chem switches. *Chems in the operative bioterror chemsprayer changed. It's a pretty decent weapon now. *A few smaller bugfixes.
Alright, bugtesting is done. This should be mergeable! I've changed synaptidol to do the following: It will cause small amounts of brain damage(less than 1/4th of what impedrezene does) and have the regular synaptizine stunreduction during cycle 10-40. After 40 cycles, the reduction effect will double but you will also start vomitting(won't stun you or make you drop items), taking eye damage and take increased brain damage. Additionally, after 40 cycles there is a 20% chance to take 0.5 clone damage and a 75% chance to take 0.5 brute damage every cycle. Welding fuel will remove 5u of synaptidol per cycle. Not sure about wether I should buff synaptizine or not. Even then I would rather do it in another update. Also feel free to download this branch and test it out yourself. |
New chems and existing chem changes/rebalances:
*Iwazarudol: A poison that temporarily mutes the victim after a certain amount of time.
Recipe: Plasma (1) + Sleep Toxin (1) + Silicon (1) = Iwazarudol (3)
*Blaze oil: Sets you on fire randomly.
Recipe: None! High potency ghost chillies only.
*Fangshenine: Irridiates the victim. Like old mutagen, but without the mutation...though they will likely still mutate from the radiation later on.
Recipe: Phosporous (1) + Radium (1) + Alluminium (1) = Fangshenine (3)
*Hunzine: Causes brain damage, confusion and a decent amount of toxin damage at the same time.
Recipe: Impedrezene (1) + Cryptobiolin (1) + Toxin (1) = Hunzine (3)
*Unstable mutagen: This has been changed. It will no longer irridiate the victim. Instead, it will keep mutating them. It will also deal a bit of poison damage. 15u will on average cause 4 mutations and 30 toxin damage for the victim. You can use Fangshenine as a replacement if you wish to irridiate someone instead.
*Napalm: Behaviour has been changed. It will now create a firey explosion similar to an exploding welding tank. Using atleast 20u of each reagent will create a slightly denser fireball. Range of the flames depends on the amount of reagents used. Flame range is limited to the maxcap.
*Synaptidol: Ghetto chemical. Takes a while to start working. Reduces stuntimes, will get stronger if it remains a while in the body. If it remains too long in the body, it will cause eye and clone damage and make you vomit uncontrollably. The reagent consumption rate is randomized, meaning that the same amount can last longer or shorter each time. This is to prevent players from creating a perfect mix that avoids the negative effects. If you consumed a hopelessly high amount that would be lethal, you can force it out by drinking pure welding fuel...
Recipe: Welding Fuel (2) + Robust Harvest (1) = Synaptidol (3)
*Beepsky Smash + Neurotoxin: They no longer make you drunk. They also now count as toxin so you can remove them with antitoxin. Everything else remains unchanged.
*Cyanide: You can create this now! It has an extremely difficult recipe however...
Recipe: Zombiepowder (1) + Ehuadol (1) = Cyanide (2)
*Amatoxin: Buffed. Now causes 1.5 damage instead of just 1 per cycle.
New traitor item: poison kit.
Costs 3 TC.
The poison kit includes 3 random poisons. One utility poison, one damaging poison and one strong poison.
damaging poisons:
chiyanine, maizine, fangshenine, amatoxin, frostoil, hunzine
utility poisons:
iwazarudol, mizarudol, impedrezene, beepsky smash, chloral hydrate, neurotoxin, unstable mutagen
strong poisons:
plasma, slime jelly, ehuadol, lexorin, blaze oil
hydro:
*Ghost chillies can now contain blaze oil. You need a potency of atleast 81 though!
random events:
*The scrubber backpressure event is now a bit less boring. All the useless chemicals have been removed and replaced with other chems. Some new chems that make messes added. Chance for spacelube is now tripled. Poly acid removed because random clouds melting half the equipment in your department is a REALLY bad idea.
nuclear emergency:
*Added a box of incendiary grenades to the syndicate locker. They all use the new napalm effect.
*Changed the chems in the bioterror chemsprayer. It now contains 150u of hunzine, 75u of ehuadol, 75u of mutagen, 150u of sporetoxin, 150u of chloral.