Adds an easy bitrunning domain themed around sacrifing people, also makes digitital beings not care about death (#93546)

## About The Pull Request

1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with
killing and sacrificing simulated crew members. The domain has a few
ways to conquer it, as you don't need to kill all the simulated crew
members and there's some hidden loot to make use of

It's an easy domain because 
- You have quite decent armor,
- The mobs are pretty unintelligent, 
- You can always fall back and heal passively on the rust tiles
- There are many ways to tackle it

Though it's not a complete pushover, the mobs can still overwhelm you if
you're not careful.

<img width="440" height="347" alt="image"
src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164"
/>

2. Virtual beings are given a minor positive moodlet for killing people
instead of a negative one

## Why It's Good For The Game

1. I thought it'd be kinda fun if we had antag-themed domains which
soft-explains the gameplay loops or mechanics of certain antags, in this
case, heretics sacrificing people

2. You don't feel remorse for killing people in video games, right anon?

## Changelog

🆑 Melbert
add: Added a new easy difficulty bitrunning domain, "Heretical Hunt" 
add: Digital mobs receive positive moodlets for killing people rather
than negative
fix: Madness Mask no longer affects corpses
fix: Fixed some heretic runtimes
/🆑
This commit is contained in:
MrMelbert
2025-11-08 02:20:41 +01:00
committed by GitHub
parent 8db9c21099
commit d04e942ede
18 changed files with 2792 additions and 15 deletions
@@ -88,3 +88,21 @@
name = JOB_BITRUNNER
outfit = /datum/outfit/job/bitrunner
icon_state = "corpsecargotech"
/obj/effect/mob_spawn/corpse/human/cmo
name = JOB_CHIEF_MEDICAL_OFFICER
outfit = /datum/outfit/job/cmo
icon_state = "corpsedoctor"
/obj/effect/mob_spawn/corpse/human/ce
name = JOB_CHIEF_ENGINEER
outfit = /datum/outfit/job/ce
icon_state = "corpseengineer"
/obj/effect/mob_spawn/corpse/human/secoff
name = JOB_SECURITY_OFFICER
outfit = /datum/outfit/job/security
/obj/effect/mob_spawn/corpse/human/hos
name = JOB_HEAD_OF_SECURITY
outfit = /datum/outfit/job/hos
+1
View File
@@ -331,6 +331,7 @@
spawned_human.Drain()
else //Because for some reason I can't track down, things are getting turned into husks even if husk = false. It's in some damage proc somewhere.
spawned_human.cure_husk()
spawned_human.job = name
/obj/effect/mob_spawn/corpse/human/equip(mob/living/carbon/human/spawned_human)
. = ..()