Port xenoarch changes from Imp, add new effects/triggers
About the PR
Ports the following artifact PRs from Impstation with permission from TheGrimBeeper: https://github.com/impstation/imp-station-14/pull/221 (many new effects/triggers) https://github.com/impstation/imp-station-14/pull/400 (altar/bed utility effects) https://github.com/impstation/imp-station-14/pull/408 (probabilities for artifact effects/triggers) https://github.com/impstation/imp-station-14/pull/428 (bed effect heals) https://github.com/impstation/imp-station-14/pull/585 (drink triggers) https://github.com/impstation/imp-station-14/pull/622 (group spawners for artifacts) https://github.com/impstation/imp-station-14/pull/778 (slip trigger for artifacts) ~~https://github.com/impstation/imp-station-14/pull/1121 (DNA scrambling artifact effect)~~ https://github.com/impstation/imp-station-14/pull/1233 (artifact direct injection effect) https://github.com/impstation/imp-station-14/pull/1535 (radioactive chems trigger radiation node) https://github.com/impstation/imp-station-14/pull/1642 (expressiveness trigger) https://github.com/impstation/imp-station-14/pull/1704 (expressiveness trigger fix) https://github.com/impstation/imp-station-14/pull/1854 (permanent components are applied only once)
Also adds the multitool defibrillator function for small critters. https://github.com/impstation/imp-station-14/pull/1290 (add functionality) https://github.com/impstation/imp-station-14/pull/1296 (and hamlet) https://github.com/impstation/imp-station-14/pull/1395 (fix)
Most things were adjusted to be more in line with DeltaV's culture and goals. On top of this, a few more artifact nodes were added:
- Trigger requiring toxins to be poured on the artifact.
- Extreme pressure requiring >10000 kPa; plasmafires or heaters should be used.
- A depth 4 death trigger to be in parallel with the resurrection one.
- An effect repairing structures near it.
- A (rare) effect spawning either a glimmer mite or wisp.
See the attached spreadsheet for a complete list of added/modified effects (highlighted). Arti_Effects_Final.xlsx
Why / Balance
Overall, this adds more depth (ha) to xenoarchaeology, making more skill required to safely manage higher-depth nodes, enriching the gameplay experience for xenoarchaelogists.
Important changes/notes for direction consideration:
- Station-wide destruction nodes now have a 1/201 chance of spawning a real singulo/tesla. With them always spawning toys, people activate them carelessly and without regard for the apparent effect. The goal here is that savvy xenoarchaeologists find ways to safely test these nodes off-station; it strikes a middle ground between a dangerous node with no reward (if the artifact is consumed by a singulo) and a perfectly safe one with large reward (as with the toys).
- Sentient artifacts are re-added, with different role text, a 15-minute cooldown on activating their node, and a smaller chance of appearing in a node tree. Hopefully these changes encourage people to take the role with the intent of roleplaying something interesting instead of just trying to blow up.
- Direction seems fine with leaving the Central Command comm in the intercom artifact effect, so it's still there; if the total consensus is it should be removed, I can add that.
- ~~The DNA scrambler effect is changed to be highly localized and very clear in its effect hint (Irreversible identity loss), and the artifact research module having beakers should help borgs be able to activate this for safe testing. Research at high depths should be done carefully, and it would be useful for antags who get their hands on it.~~ (removed)
- Certain things might need tuning, such as the shatter structure effects, HealAllPowerful, healing bed effect, etc. I don't think any xenoarchaeologists ever realized the normal HealAll effect was a thing though, so it might never come up.
- There were 17 matter creation effects, so I split 7 of them into "archive retrieval" for flavor text.
- Present effects have a low chance of making unsafe presents, and the depth 4 one has a chance of making insane presents. They make a max of five presents and to get an insane one, you'd need an artifact that goes to depth 4, have it select that effect, get a 5% chance for either insane or unsafe presents, then from the pool of what those can make, get something actually crazy, so it's not as comparable to present anomalies.
- This also fixes artifacts having depth 4+ triggers/effects that were mostly the DeltaV psionic ones, since there are now other options for depth 4 effects to choose from.
- The drink trigger hints and DeltaV-specific drink choices are iffy--any better suggestions are welcome.
Technical details
Touches a few upstream files for the chat system (expressiveness trigger), defibrillator system (multitool defib). Most C# is new artifact systems and components, much of the rest is yaml work.
Media
Requirements
- [X] I have tested all added content and changes.
- [X] I have added media to this PR or it does not require an ingame showcase.
Breaking changes
I tested each trigger/effect as thoroughly as I could on multiple artifacts.
Changelog
:cl: TheGrimBeeper, foxcurl
- add: Multitools can now revive certain small critters as a defibrillator would.
- add: A large number of xenoarchaelogy effects and triggers have been added and tweaked.
- tweak: Station-wide destruction nodes now have a chance to make a real singularity or tesla. Research responsibly.
- fix: DeltaV channels have been added to artifact intercoms.
direction review incoming, give us 24 to 72 hours
direction is already pretty firmly clear that we do not want the DNA scrambling node, rest of the content is still under deliberation
https://github.com/impstation/imp-station-14/pull/2150 you should steal this :)
impstation/imp-station-14#2150 you should steal this :)
this is cool, definitely would go in its own pr but i'll see about porting it !
This pull request has conflicts, please resolve those before we can evaluate the pull request.
closing for now, might have the motivation to work on it someday