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* Adds a syndicate AI card for nuke ops (#76546) ## About The Pull Request Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded. Activating it in-hand opens up a ghost poll like normal reinforcements. ## Why It's Good For The Game > Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded. Activating it in-hand opens up a ghost poll. It'll be fun to have a lil modsuit pal with you who can maybe help if you get stunned, in critical condition, or else. With an injector module they can even save your life, if it's loaded with medicine! Unless they can't actually inject, but oh well, out of scope. 12 TC seems fair to me, not so expensive that nobody's going to bother with something that's not really useful in the vast majority of circumstances, but not so cheap that everyone will get one. There are also doubtless a huge amount of gimmicks that savvy nukies can get up to, having a pocket AI. **Since this needs two players to be fully tested, I wasn't able to do so. Please testmerge this before merging so we can confirm it works ingame!** ## Changelog 🆑 add: Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded. Activating it in-hand opens up a ghost poll like normal reinforcements. Base interaction range for syndicate AIs is one, which means they can handle electronics only in proximity. add: Adds a syndicate AI interaction range upgrade for nuke ops, costs 4 TC and can be applied onto a syndicate AI (inside any container) to increase its interaction range by two per. (Three purchases are recommended for seven tiles of range!) /🆑 * Adds a syndicate AI card for nuke ops --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>