Expedition Balance Tweaks

- Removes hostile mobs from V4 Beach
- Adds Giant Snakes and Giant spiders in generic V4 Cave spawners
- Reduced respawn rates to cut down on incidences of 'deathclaw swarms'
- Giant Snakes and Deathclaws have reduced overall spawn rates, Giant Spiders and Frogs will generally be more common.
- Replaced Ion hivebots with Ion Spiders
- Reduced expedition phaser to 5 shots
This commit is contained in:
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2018-10-04 21:55:27 -04:00
parent c8c7843b8c
commit e20f05e188
3 changed files with 34 additions and 8 deletions

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@@ -0,0 +1,23 @@
// Slightly placeholder, mostly to replace ion hivebots on V4
/mob/living/simple_animal/hostile/giant_spider/ion
desc = "Furry and green, it makes you shudder to look at it. This one has brilliant green eyes and a hint of static discharge."
tt_desc = "X Brachypelma phorus ionus"
icon_state = "webslinger"
icon_living = "webslinger"
icon_dead = "webslinger_dead"
maxHealth = 90
health = 90
melee_damage_lower = 8
melee_damage_upper = 15
ranged = 1
projectilesound = 'sound/weapons/taser2.ogg'
projectiletype = /obj/item/projectile/ion/small
firing_lines = 1
cooperative = 1
poison_chance = 15
poison_per_bite = 2
poison_type = "psilocybin"

View File

@@ -744,8 +744,8 @@
projectile_type = /obj/item/projectile/beam
firemodes = list(
list(mode_name="normal", fire_delay=12, projectile_type=/obj/item/projectile/beam, charge_cost = 300),
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
list(mode_name="normal", fire_delay=12, projectile_type=/obj/item/projectile/beam, charge_cost = 600),
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 120),
)
/obj/item/weapon/gun/energy/frontier/unload_ammo(var/mob/user)

View File

@@ -95,8 +95,9 @@
prob_fall = 25 //Chance goes down by this much each time it spawns one (not defining and prob_spawn 100 means they spawn as soon as one dies)
guard = 40 //They'll stay within this range (not defining this disables them staying nearby and they will wander the map (and through step teleports))
mobs_to_pick_from = list(
/mob/living/simple_animal/hostile/giant_snake = 3, //Snakes are 3x more likely to spawn than,
/mob/living/simple_animal/hostile/frog = 1 //these frogs are, with these values
/mob/living/simple_animal/snake
// /mob/living/simple_animal/hostile/giant_snake = 3, //Snakes are 3x more likely to spawn than,
// /mob/living/simple_animal/hostile/frog = 1 //these frogs are, with these values
)
/obj/tether_away_spawner/beach_outside_friendly
@@ -115,12 +116,14 @@
faction = "beach_cave"
atmos_comp = TRUE
prob_spawn = 100
prob_fall = 10
prob_fall = 40
guard = 20
mobs_to_pick_from = list(
/mob/living/simple_animal/hostile/deathclaw,
/mob/living/simple_animal/hostile/frog,
/mob/living/simple_animal/hostile/hivebot/range/ion
/mob/living/simple_animal/hostile/giant_snake = 1,
/mob/living/simple_animal/hostile/deathclaw = 1,
/mob/living/simple_animal/hostile/frog = 3,
/mob/living/simple_animal/hostile/giant_spider = 3,
/mob/living/simple_animal/hostile/giant_spider/ion = 2
)
// These are step-teleporters, for map edge transitions