HugoLuman
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Everything posted by HugoLuman
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Alright, the hard stuff is over. All I need now for these guys is: -Some sounds -Lore -More testing/balance tweaks
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Organ sprites The liver and appendix sprites are vanilla, but unused in this race (I'm combining their liver and kidney functions into one organ for now)
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So, after a round of playtesting with 4 people, we learned: -They need a fix for the sideview boxing glove sprites -They can almost spacewalk with cold (-90 C) internals, but will die after 4-5 minutes -They can definitely spacewalk with supercold (-200 C) internals, regenerating faster than they take pressure damage -They die in 5 welder hits, crit in 2 laser hits -In a claymore battle with supercold (-200 C) internals, they won't die until their breathing is stopped, in this case via decapitation. In normal highlander conditions, though, their internals would get deleted, putting them on equal footing with humans. Also, despite not dying, the subject in question could not move due to his injuries, despite the regen preventing his death. Could probably use a few more rounds of playtesting to determine needed stat changes, but for now I'm going to work on giving them unique organs/gibs and some sounds
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For some reason I thought they were boneless... My mistake. I still have concerns about the regen, but you bring up a very valid point in that they need to breath. In an earlier comment you stated they can regen 3 brute/burn every breath, does that mean both 3 brute and burn, or just 3 total split between the two? If it's the former I'm somewhat uncomfortable with anything being able to regen 120 damage in around a minute. Another question I have is how they deal with infections from untreated wounds. Do they wounds close themselves up to the point where you don't see them when examining, or does it just eliminate the damage done and leave them, requiring you to go to medbay? Admittedly I'm unsure as to how the infection system works as a whole, but this is something I'm curious about as well. Well, boneless in the same way the Kidan are maybe (they still get fractures). Wounds become infected if left untreated too long. External ones can be treated by reducing the damage to zero, but internal ones (fractures for sure, not sure about organs) also become infected if left alone too long IIRC. And yeah, the stat numbers on these guys almost certainly need tweaking, which is why I need to start playtesting the crap out of them
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The limit on their regeneration is they have to be able to breathe, and it only increments with every breath (about every 2-3 seconds). Also, at the moment, they can't regenerate toxin or clone damage (I didn't add anything special to regen oxy damage, since that regens if you can breathe anyway). Organ damage and broken bones still require surgery. I'll look into coding the touch chems thing, but first I want to playtest them as they are to see how they balance.
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Finished the hardsuit and helmet sprites for them
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They don't start with supercooled internals, but those can be obtained anywhere where a freezer is connected to an O2 tank (though you need an upgraded freezer to get it cold enough for max regeneration). The min tier regeneration (which is ~3 brute/burn per breath, fairly slow) is getting the tank below 260 Kelvin (-13.5°C), but cooling a tank below that will start making the tank pressure rapidly decrease. Currently they can maintain their comfortable body temperature if they wear something with the THICKMATERIAL property. There are no automatic downsides for simply overheating (rather than burning, just the red thermometer icon), but it might be possible to code some. Lore help would be greatly appreciated, though their code functionality is not yet set. The only other major piece of lore I have for them is their language: name = "Orluum" desc = "The droning, vibrous language of the Drask. It sounds somewhat like whalesong"
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Well, they're merged now! I'd like to thank everyone who helped me with these very much, especially everyone on the coding chat. Thank you so much! Hailing from a planet outside what most consider to be the habitable zone, the Drask are a biological oddity, adapted to the dim light and extreme cold. WIP Lore: https://docs.google.com/document/d/1GR6 ... GLhQZS1qcU Features: -Colorable eyes -Customizable skin tone (like humans) -Body temperature of 0°C, feeling uncomfortable at room temperature -Weak to burn -Racial night vision (as with other species, only works while wearing mesons or similar) -Regenerates when breathing supercooled (260 Kelvin or lower) air. The colder, the faster We've got a PR up for them at: https://github.com/ParadiseSS13/Paradise/pull/4187 Though there is still some discussion needed Things to discuss/jazz up: -Lore -Feature/stat balance -More customization options
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Chromatic cult: Worships something like the Colour Out of Space. Probably will be derisively called "Rainbow cult." Blinding and technicolor lights will ensue. Their runes might pass for crayon runes drawn in all the colors. Degenerative cult: Worships a big single-celled amoebae god. Mutational horrors and deformed monstrosities abound. Runes cause genetic damage Nature cult: Magic plants instead of runes (but functionally the same), brute coz they need your lifeblood to grow. Perhaps able to summon kudzu. Constructs might also be plants, or they might be mythological creatures Spider cult: Web-patterned runes. friggin Bibiliths instead of constructs. Atomic cult: Worhips an entity given form by the collective fear and awe of all races who have invented nuclear power/weapons. Radiation accrues in the body with every rune drawn. Their big summon either turns everyone into irradiated horrors or nukes the station.
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TBH, I think my biggest problem with them is their name (and language name). "Vulpkanin" neither fits with it being their own name, nor the human moniker for them (Since the human monikers are otherwise very direct.) As for the lore, looks good to me. Far better than their blurb in the code, and makes reference to how most people play them.
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The only problem with removing the labor camp that I have is that, if the mining shuttle is compromised, AI/Borgs can evacuate people from the outpost via the prison shuttle. Which is probably a very minor issue. Maybe instead of removing the labor camp entirely, replace it with an "auxiliary holding area," a big block of reinforced walls with more cells. Still probably wouldn't see much use, but sec could maybe hold prisoners there if the brig gets damaged, and it'd have less issues than the labor camp.
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Welp, asking on the Discord, even a basic palette swap of cult would be quite an undertaking. Still, I guess we can always dream, and maybe possibly get around to it one day if we come up with cool enough ideas.
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@Necaladun Well, at minimum I was thinking palette swap, with runes>bonfires and maybe talismans drawn with charcoal on a piece of paper. I don't know how hard that'd be codewise, but adding any new spells I'm guessing would be a huge pain (though imagine Fireball talismans). Additions to regular cult should probably be its own thread, but on the subject. I'd say holy water rather than null rod. There's only one null rod, very easily gotten rid of
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Well, in general I think cults could use a bit more variety (different flavors/objects of worship, slight mechanical differences) but here's a specific idea: Fire Cult Worshiping the Eternal Flame, dedicated to keeping it ever-burning and spreading its warmth through the ages. Mechanics wise, I'm thinking fire magic instead of blood magic. Perhaps making bonfires to cast spells, whether being just renamed runes created with a lighter and a wad of something flammable instead of a book, or casting spells by burning specific things. The most concrete ideas I had for this being killing people by burning them in effigy, and fire elementals instead of constructs. We could probably swap a bunch of sprites and names easily, though they should be somewhat mechanically different than the standard cult.
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I might just take a crack at spriting those, as long as you don't need the sprites this week
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Yeah, I wouldn't want to replace IPCs. I think there are a number of different race ideas in mechanical/artificial creatures that could be exploited to add to diversity (since a common, though not always justified complaint is that the only new ideas people come up with are "why not [earth animal/bug]-people?") Another idea I'd had for a mechanical race are creatures made of nanobots, who instead of acting like grey goo, they form sapient colonies roughly the size of most intelligent creatures. They start out mimicking the people they meet, but eventually form a personality of their own based on a mish-mash of those. Gamewise, stuff like eating metal sheets to heal. Anyways, as for Synths-Wot-Look-Like-Organics, mechanicswise, I'd just want them to be different enough from IPCs so as not to be "IPCs with Synthflesh" or "IPCs-Wot-Look-Like-Organics."
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Ah that's right, you can't print torsos. And yeah, they'd probably be fixed using the same methods as IPC. Though I'm not sure about bringing them back to life just by bringing their brute/burn down low enough. Maybe they'd need a defib to jump-start them? I suppose, also like IPCs, if gibbed they'd have to choose between going organic by having their posibrain put into a monkey body and cloned, or going into a borg chasis/AI monitor. Or (though this is highly unlikely), we could have an alternative to cloning (similar to the botanist pod people) where a science and/or engineering prints out a synth designed to look like someone, then downloads their personality into it. EDIT: Also, looks like another sever has essentially this, with some differences in mechanics, so perhaps there is something to port: https://github.com/tgstation/-tg-station/pull/13122 What version of the mechanics do you like more?
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Finally back online after some major delays \o/ Anyways, I must confess I was thinking of the synths in Aliens when I thought of this idea, but it occurred to me that if people are making androids, they probably wouldn't build them to just resemble humans (and if there was a "kidnap an android" antag, that would make ruling people out pretty easy). I didn't have it in mind as an antag thing, more crew can be replicants/synths rather than "There are robots that are disguised as crew members, they are antagonists." Also, the cloning situation hadn't really occurred to me when I wrote the OP. Do you salvage a posibrain from their gibbed remains and turn them into an IPC?
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Actually, I did have an idea for a blade-runner-like game mode where a number of antagonists try to identify the synthetic crewmembers and kidnap one of them. Though new gamemodes might be asking a bit much.
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Well you could call them something else, like Simulants, or Replicants, or Doppers, or w/e. Though I think the "android" name for borgs is a misnomer, since most of the time borgs aren't designed to look remotely human. I think androids designed to look like normal people could be fun for RP/diversity/gameplay reasons, though. EDIT: Yeah, I know about Bishop. And there'd doubtless be bishop-alikes. But I think people would also be original with it, and there are other hyper-real androids to immitate anyway (blade runner, anyone?)
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Yeah, I realize this might be a bit pie-in-the-sky, but bear with me What if there was a checkbox in the character screen that, when enabled, made your character an android modeled to look like whatever race you have selected? Some races would be out of course (Plasmamen, IPC, Slimes), but the rest could be mimicked. The androids would play differently from their organic counterparts, but wouldn't just be like IPCs with fleshsuits. I'm not sure about the breathing, but like organics, they'd be vulnerable to to temperature/pressure, and like other Synth's they'd be vulnerable to EMPs. They'd probably need to eat, too, I'm thinking recharging chemical fuel cells by drinking welder fuel/alcohol. However, I think a major balance question comes from their anonymity. Androids who are not obvious as such may face accidental EMPs, or may be saved by enemies trying means against them intended for their organic counterparts. Should they share the protection of IPCs from shadowlings/changelings? If so, what's to prevent everyone picking android to avoid having to deal with such? Perhaps a medihud could out synthetic crew members (as the question of medical being confused by robotic lookalikes also arises)? Perhaps they could bleed some kind of synth blood or coolant that's a different color? Perhaps they could be extremely vulnerable to emags, though that might be overcompensating. Or perhaps a traitor objective might be to identify and capture a synthetic crew member.