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Bloodcult endgame changes #8325
Bloodcult endgame changes #8325
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is there a way to find the bloodstones? Also you mentioned before that you were gonna make the first blood stone phase shorter the more bloodstones left. I think in the first phase blood stones should only be able to be found by cultists and they get a message showing the location of each one upon beginning the phase. The phase should also be 10 minutes instead of 5, but every 5 seconds a check is run to reduce the time needed by 5 seconds for each bloodstone left. Then, when the first phase is done, the anchored blood stone should have its location announced for EVERYONE. Forgive me if you did add these things but im just dumb and didn't read carefully enough. |
there's a command report giving the location of all four bloodstones as well as one for the location of the anchor, and the number of surviving bloodstones at the end of the first phase decreases the amount of time the second phase takes |
Perhaps you could have the nuclear disk detector, well, detect them, but have it act like an IAA agent detector, which switches between somewhat and wildly inaccurate. |
so basically a small portion of vgcult what exactly prevents the cult from just murdering everyone as usual and then doing it for 15 minutes of absolute boredom, like clock does? |
#8294 already ports the new nar'sie sprite |
Uh the narsie summon animation from both should be the same |
the part where the cult doing well = more bloodstones survive = shorter second phase |
you use the new narsie animation with smooth narsie but still use old narsie sprite |
What was wrong with the old cult endgame? I have a feeling this won’t do much except for prolong the round after cult snowballs station. |
Having played this a few times I quite like it |
Really fun to play, I hope this gets added. |
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The test merge seemed successful.
Good reception. I think this is ready for a full merge.
@alexkar598 or @monster860 this is a PR where one of you should click the magic "merge" button
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Need more test merges!
anchor_target.max_integrity = 1200 | ||
anchor_target.obj_integrity = 1200 |
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Isnt that a bit.. much
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It should be doable, especially if the crew has already bashed a few stones before that stage. In the only test where there was competition the crew was able to take it down after breaking the other 3 stones
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
The summon rune instead of instantly ending a bloodcult round begins an end phase
As a result, the summon rune is far less damaging to the person drawing it, takes less time to finish, and doesn't alert the station until it is complete
Since it's no longer the end endgame the cult master counts as 5 cultists for activating the summon rune if they are the primary invoker
4 bloodstones spawn across the station randomly, these have large health pools and are resistant to hulk and mech melee attacks, and are resistant to explosions
These stones need to be protected for 5 minutes before one of the stones is turned into an anchor
if the stones are all destroyed before the anchor is created summon rune cannot be re-activated for 5 minutes, cultists are given confusion and stunned for a short duration, constructs at the time of destruction will lose 25% of their max health until the 5 minutes elapse
if the stones are protected for the 5 minutes, the stone with the highest integrity will be turned into the anchor bloodstone, with a much larger health pool. The anchor stage lasts between 1 and 4 minutes, depending on how many bloodstones are intact at the end of the bloodstone phase. Once this stage finishes, the summon is complete.
if the anchor bloodstone is destroyed, the summoning cannot be reattempted for 7 minutes, the confusion and stun last longer, and constructs lose 50% of their max health for the duration instead of 25%
Bloodstones DO lock the shuttle
🆑 VG for sprites and base bloodstone code, theos for porting
tweak: Nar-Sie rune uses 20 health down from 40.1, takes 30 seconds to scribe down from 50, and the cult master counts as 5 cultists up from 1 to activate if they are the person activating the rune
imageadd: new sprites for Nar-Sie being summoned and bloodcult endgame structures from VG
rscadd: Bloodcult no longer ends after the summon rune, instead they need to protect several bloodstones that appear across the station. This is split into two stages, the first requiring defense of at least one of four bloodstones for 5 minutes, and the second requiring the defense of a much stronger bloodstone for 1-4 minutes depending on how many bloodstones survived the first stage, with more speeding up the summoning.
/:cl: