Adds wizard item: Plague Talisman
What Does This PR Do
Adds the Plague Talisman to the wizard's spellbook for 2 points. This item is intended a side-grade equivalent to the necromatic stone. When purchased, the wizard receives 5 plague talismans. When used on a corpse with a mind in it, the victim will be turned into a (NON-NECRO PLAGUE) zombie and is loyal to the wizard and makes wiz/zombies virus immune so they wont be affected by their own fun.. Each zombie is given a disease upon their creation that they carry, to which they are able to spread via attacks with the given claw items. The disease list has been curated for harsh but not biohazard level diseases, leaving out some nigh-gaurenteed death sentences such as GBS/Kuru. Most transformation diseases (besides advanced kingstons) have been omitted.
Currently, the zombie claws do 35 force, which is 5 less than the claymores given by the necromatic stone, due to both having more potential zombies and the additions of the plagues. This can be changed as needed.
Additionally, three additional plague-zombie only diseases have been added:
Mystic Malaise At maximum stages, will cause the user to vomit up "spacematter" vomit, which for 15 seconds will attempt to drain air out of a room before going inert. Cure: Liquid dark matter
Wand Rot At maximum stages, will slowly burn the user. With a low chance, users will sneeze, causing them to erupt a fireball out in a random direction. Cure: Acetaldehyde
Grut Gut At maximum stages, will sometimes cause the user to vomit with such intensity that they will be propelled backwards and crash into people/objects. cure: Stabilizing Agent
Why It's Good For The Game
New wizard items are interesting, and more options for minions could be fun. These thralls are similar to the necromatic stone, though technically weaker than the weapons given to the skeleton thralls. However, zombies are unable to wield weaponry, and rely on their claws, thus preventing the wizard from giving out equipment to their new thralls (such as staffs of resurrection).
Images of changes
(thank you Exusa for the sprite!)
Testing
- Tested for converting alive/mindless/already slaved bodies
- ensured proper mindslaving
- ensured the victim gets the proper welcome message
- ensured the claws summon as intended
- ensured claws dispelled as intended
- ensured claws inflicted diseases as intended
- ensured each zombie was given their own individual disease
- ensured zombies rot properly
- ensured zombies revive properly
- ensured zombies could not be given items
- ensured mindless zombies dont spread the necro plague due to AI behavior
- ensured you couldnt manually spread zombie virus with a syringe
- infected self with each disease one at a time to ensure functionality
Declaration
- [X] I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.
Changelog
:cl: add: Added plague talismans for the wizard add: Added the plague claw spell for plague zombie use add: Added three plague zombie diseases: Wand Rot, Grut Gut, Mystic Malaise imageadd: Plague talisman icon /:cl:
And also, I see this has been reworked from being a direct virus vector into more of a conversion spell. I like it~ Hopefully it'll be fun in practice.
I think the zombies should be told what virus they have on revival so they know what they're infecting people with, could have the minor zombies play defense with their 35 force claws and the major zombies play offense with their virus-y claws
!wiki_label
Hey there, After some internal discussion, the balance team has some significant concerns about this item, with three members currently objecting to its addition in its current state.
The three members objecting have left the following comments:
[Objector 1]: major diseases can cripple a station running at normal capacity, add in a hectic round like wizard where doctors might not even stay in medbay and you have a 1/3 chance to instantly wipe out the station in one lucky cast of brainrot, gbs, etc. This would be way too strong.
[Objector 2]: Agreeing with [Objector 1] here, some of the diseses are ROUGH and all the wizard has to do is destoy medbay or viro to wipe the station quickly
[Objector 3] Agreeing with above, If the wizard gets rolling, this is going to kill or disable most of the crew.
Personally, I would suggest making it so the disease spread to players via claws cannot be otherwise spread (meaning if you get a flu zombie, that flu will only be spread via zombie attacks. ) This however would require ALOT more coding.
I would also suggest pinging the balance team in coding chat to discuss how to tune this item.
As suggested, made all diseases marked with a NON_CONTAGIOUS flag. Removed some diseases from the pick pool. Additionally, added three new wizard-only diseases: Grut Gut, Mystic Malaise, and Wand Rot
Really like the new diseases and the fact that the cures for them aren't extremely simple and take a bit to make.
Maybe at a later date one of these could possibly be a real major disease event disease.
Got this weird empty admin message with no text:
Got this weird empty admin message with no text:
all fixed
After one round of being a zomb
The plague claws should deal less damage to humans, they're a bit strong currently. Maybe each hit advancing the disease?
Also the wizard can understand zombies, but cant /speak/ zombie, leading to iffy one way communication charades
The plague claws should deal less damage to humans, they're a bit strong currently. Maybe each hit advancing the disease?
Moved claw damage down to 26 from 35 (4 hits will crit, down from 3) and made hits have a 40% chance to advance their respective disease
Also the wizard can understand zombies, but cant /speak/ zombie, leading to iffy one way communication charades
Gave the wizard the ability to speak zombie
The plague claws should deal less damage to humans, they're a bit strong currently. Maybe each hit advancing the disease?
Moved claw damage down to 26 from 35 (4 hits will crit, down from 3) and made hits have a 40% chance to advance their respective disease
Also the wizard can understand zombies, but cant /speak/ zombie, leading to iffy one way communication charades
I haven't seen the new claws in practice yet, so i'm just speaking from vibe on this 26 still feels a tad high. while its 14 less than necro stone, the claws are undropable, and the zombie passively regens(and revives)
With that being said, I'd hazard against lowering it without seeing it in action with the new numbers though.
and makes wiz/zombies virus immune so they wont be affected by their own fun
I've seen a zombie get infected by Grut Gut and actually get thrown around by vomiting, so that doesn't work properly.
This pull request seems to be stale as there have been no changes in 14 days, please make changes within 7 days or the PR will be closed. If you believe this is a mistake, please inform a development team member on Discord.