Cult Overhaul

Cult is awful, so let's try to improve it. Idea by KorPhaeron. I also
took some inspiration from adrix89's sacrifice cult, so credits to him.
Also thanks a lot specially to MrPerson and Iamgoofball for helping
me brainstorm this, and Joan for the sprites for the summoning orb,
the large nar-sie shell, and the new cult antag hud.

Basically, we remove conversion, and turn cult into a magic version of
nuke, with a small team of stealth elite cultists that have to build a
base in the station and sacrifice people in order to build an army of
constructs and get materials to eventually summon Nar-Sie.

Stun talismans and conversion are gone. Nar-Sie is now the only
objective. Sacrifice runes now provide summoning orbs, which you can use
to drop a large shell. Insert enough orbs in the shell and you trigger a
Delta. Defend the shell for 3 minutes and Nar-sie will arise. This shell
is bombproof and singularityproof. It may be summoned up to three times
if destroyed, but you will have to start from the beginning sac-wise.

Runes are now RNG. Each cultist only gets 50% of the runes. Inspiration
is basically The Binding of Isaac here (thank you MrPerson for this!).
Furthermore, many old runes were merged/removed and other new ones were
added. Almost all were massively rebalanced. Cult now also has a
stealthy ritual dagger with high bleeding and throw effects.
This commit is contained in:
Tkdrg
2015-12-15 04:59:31 -03:00
parent b0da7b3a64
commit 8ead3e8628
22 changed files with 474 additions and 826 deletions
+3 -3
View File
@@ -18,12 +18,12 @@ obj/effect/dummy/slaughter/relaymove(mob/user, direction)
spawn(1)
src.canmove = 1
/obj/effect/dummy/slaughter/ex_act(blah)
/obj/effect/dummy/slaughter/ex_act()
return
/obj/effect/dummy/slaughter/bullet_act(blah)
/obj/effect/dummy/slaughter/bullet_act()
return
/obj/effect/dummy/slaughter/singularity_act(blah)
/obj/effect/dummy/slaughter/singularity_act()
return
/obj/effect/dummy/slaughter/Destroy()
@@ -684,9 +684,6 @@
var/see_temp = H.see_invisible
H.see_invisible = invis_sight
if(H.seer)
H.see_invisible = SEE_INVISIBLE_OBSERVER
if(H.glasses)
if(istype(H.glasses, /obj/item/clothing/glasses))
var/obj/item/clothing/glasses/G = H.glasses
-1
View File
@@ -87,7 +87,6 @@
var/obj/item/r_hand = null//Living
var/obj/item/weapon/storage/s_active = null//Carbon
var/seer = 0 //for cult//Carbon, probably Human
var/see_override = 0 //0 for no override, sets see_invisible = see_override in mob life process
var/datum/hud/hud_used = null