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Maintsroom fixes (#5383)
## About The Pull Request This PR is to fix several issues with the maintsrooms gateway, the maintsroom was balanced around nova DPS- nova has on average, a lot more DPS available to the crew so this aims to make things a bit easier- at the beginning at least, also adds more lore and makes the notes proper notes instead of var eddits. ## Why It's Good For The Game Stops people from dying from 20 300 hp blobbernauts that moved as fast as the player. ## Proof Of Testing Tested in local, it works. ## Changelog Less enemies, more time to react to enemies 🆑 balance: Made the maintsroom slightly easier /🆑
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The Sharkening
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@@ -61,3 +61,55 @@
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desc = "A poster of a strange looking frog, its grinning."
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icon = 'modular_skyrat/modules/clock_cult/icons/clockwork_objects.dmi'
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icon_state = "rare_pepe"
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/obj/structure/falsewall/silver/grim
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name = "Pure white?"
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desc = "You feel as if you are looking out at an impossibly large horizion, in the distance you can see marble white pillars in a formal and organizied pattern and they go up, and up, and up until the point where you have to look almost straight up to see some of the ones closest to you, and looking down the hallway you can see onto further than you thought a mere mortal could- but, it looks off, as if you looking at a brick of reality thats moving like a liquid."
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/obj/item/paper/fluff/awaymissions/maintsroom
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name = "I see you"
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default_raw_text = "Yea i see you, you little freak, tearing up all of the tiles instead of walking past them like a normal person, use environmental context clues in this place to find hidden safes not fucking brute force you moron ~ The Curate PS, this is a one time thing, i put this here to correct youre stupidity, grow and learn."
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/obj/item/paper/fluff/awaymissions/maintsroom/actone
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name = "Act one"
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default_raw_text = "Act one, the beings enter, they see the bridge between our world and theirs, familiar to both of us."
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/obj/item/paper/fluff/awaymissions/maintsroom/acttwo
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name = "Act two"
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default_raw_text = "Act two, the beings figure out the reason why the bridge formed, this part is more familiar to them than us"
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/obj/item/paper/fluff/awaymissions/maintsroom/actthree
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name = "Act two"
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default_raw_text = "Act three, they get to see something that is more familiar to us than it is to them, do you think theyve seen these scripts? Well, if they have, if they read this, continue on, beyond the finale."
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/obj/item/paper/fluff/awaymissions/maintsroom/actfour
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name = "'Act' four"
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default_raw_text = "You, cannot join us, not yet, for now i present to you the utter peak of enjoyment for most sentient life."
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/obj/item/paper/fluff/awaymissions/maintsrooom/dogood
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name = "Do Good"
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default_raw_text = "Thou shalt not kill the undeserving, thou shalt be humble, thou shalt be fair"
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/obj/item/paper/fluff/awaymissions/maintsroom/gunstoreflyer
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name = "Gun store flyer"
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default_raw_text = "Come down to the gun dealership! We sell stuff were not supposed to! We buy energy weapons and sell ballistic weapons!"
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/obj/item/paper/fluff/awaymissions/maintsroom/xenomorph
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name = "Xenomorph Warning"
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default_raw_text = "The fallowing area has xenomorphs in it- do NOT under ANY circumstances break those turrets- otherwise, the xenomorphs inside COULD GET OUT"
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/obj/item/paper/fluff/awaymissions/maintsroom/readfucker
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name = "Read Me"
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desc = "It is rumored that the literacy rates among the frontier stations are as low as 50%"
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default_raw_text = "<li>To whom it may concern, this is lieutenant Pristine here, serving with the nanotrasen expeditionary squad.</li> \
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<li>If you are reading this note, this means youve ended up here in this hell, these hallways, that means you fucking screwed up.</li> \
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<li>These hallways are cruel and unforgiving- yet, kind and gentle when you are at youre worst, so here are some tips to help you get through things. Because ive been here for a long time.</li> \
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<li>First things first, the red lights, if you see red lights at a door- fucking think twice before opening it, like the meaning most associated with the color RED it means BAD, but risk equals reward so take it at your own risk.</li> \
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<li>Second thing is situational awareness, most things here- are not as they seem, if you see corpses near a door theres probably a fucking demon behind it or some fuckoff anomaly-</li> \
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<li>This tends to scale with the number of corpses (fucking obviously), something we found out in my squad is that the remains, have no DNA but the corpses do, its like if the remains are a</li> \
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<li>warning from this place itself rather than former corpses of the living meanwhile the corpses are- just that.</li> \
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<li>Third things last- take things slow, this place tends to be forgiving if you are slow, you wont die, if you see a red light and want to take it on, plan out a course</li> \
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<li>to run to in case you need space to shoot them down while theyre chasing you- make sure to take note of where dead ends are and where the doors are too, i reccomend</li> \
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<li>bolting the doors open as that way you wont lose precious time running from -it- from having to stop and re-open doors. Also, dont listen to the Void, I learnt that quickly. It likes to pretend to be your loved ones.</li>"
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@@ -8,4 +8,3 @@
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/area/awaymission/caves/maintsroom/deeper
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name = "deeper"
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icon_state = "away3"
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