Xenomorph Endgame
About the pull request
Xenomorph endgame stuff revived Disclaimer: All the values and changes in this PR are not final, those are testing values and will most likely be tweaked.
Credits: Birdtalon - most of the code Mikoka Wei & Zenith - sprites
Explain why it's good for the game
https://hackmd.io/lfJWvwWSTEyxFs_nN2sIqw
Testing Photographs and Procedure
King Cocoon Growing:
King Cocoon Hatched:
King & Rogue Sprites:
Buff Radial Icons:
King Abilities:
https://github.com/user-attachments/assets/c23d0db8-c8c2-4442-9e03-544c5a182283
Updated Destroy animation:
https://github.com/user-attachments/assets/2f98d20e-b798-470b-ad28-9171805bdad2
Changelog
:cl: Nivrak Birdtalon Wei Zenith del: Removed passive larva gain from pylons add: Added a new currency, Royal resin which is gained 1 per 5 minutes per pylon which can be used to buy various buffs. Minor buffs require one pylon while major buffs require both. add: Current royal resin can be viewed on the Queen's status panel and buffs can be bought through Manage the Hive ability. add: Minor Hive buff - Larva Surge - Costs 5 royal resin, Gives 5 larva, one time use add: Minor Hive Buff - Boon of Evolution - Costs 1 royal resin, Gain 2x evolution speed for 5 minutes add: Minor Hive Buff - Boon of Defense - Costs 1 royal resin, Gain 2.5 additional armor for 5 minutes add: Minor Hive Buff - Boon of Aggression - Costs 1 royal resin, Gain 5 additional damage for 5 minutes add: Major variants of Plenty, Defense and Aggression, Each costing 2 royal resin, having usually twice as strong effect and duration. Major boon of evolution also allows gaining evolution with the Queen out of ovi. balance: Pylons will have OB protection while the King is hatching. add: Major Hive Buff - His Grace - Costs 0 royal resin, Can only be bought between 1:35 and 1:55 minutes (random). Spawns a cocoon of the King. The cocoon requires both comms to be held for 10 minutes. If any of the comms are lost or the cocoon itself is the destroyed it will despawn and will be on cooldown for 5-15 minutes. Can be rebought like most other buffs. All living xenos can vote for a candidate after which one of the top 2 will be randomally picked, otherwise a player is randomly selected from all living xenos > 50 hours (will fallbacks to ghosts and then again with no playtime requirements). Evacuating while the destroyer is hatching will cause it to instantly hatch. add: The King - A new xenomorph caste which is serves as the xeno's counterpart to a nuke and is designed to end sieges. Has a rend to attack around it, a light extinguishing smoke, a gigantic leap, group bulwark shield that caps all incoming damage, and very strong pheromones. Cannot be body blocked. imageadd: Sprites by Mikoka Wei and Zenith /:cl:
Brilliant pr, although balance will surely be an issue.
destroyer is a kinda lame name, imo. its like the vanilla of giving something a badass sounding name. i'll throw a few suggestions here just cause im bored
adjudicator reaper harbinger invictus (i really quite like this one for this guy tbh)
it might also be fun to give it a proper noun name - its kinda got that demonic aspect going so you could give it one of a dozen names assigned to demons over the course of history.
i just dont like destroyer its boring
destroyer is a kinda lame name, imo. its like the vanilla of giving something a badass sounding name. i'll throw a few suggestions here just cause im bored
adjudicator reaper harbinger invictus (i really quite like this one for this guy tbh)
it might also be fun to give it a proper noun name - its kinda got that demonic aspect going so you could give it one of a dozen names assigned to demons over the course of history.
i just dont like destroyer its boring
Yeah I've thought this too. The new sprites that Wei did are actually based off the "King" Xenomorph. So lore-wise it's the "King" Beno.
Would be more appropriate to name it the "King" or something cooler then Destroyer, I agree.
destroyer is a kinda lame name, imo. its like the vanilla of giving something a badass sounding name. i'll throw a few suggestions here just cause im bored adjudicator reaper harbinger invictus (i really quite like this one for this guy tbh) it might also be fun to give it a proper noun name - its kinda got that demonic aspect going so you could give it one of a dozen names assigned to demons over the course of history. i just dont like destroyer its boring
Yeah I've thought this too. The new sprites that Wei did are actually based off the "King" Xenomorph. So lore-wise it's the "King" Beno.
Would be more appropriate to name it the "King" or something cooler then Destroyer, I agree.
oh, i knew the king existed but i didnt know it was red and figured this was seperate.
king also works then
i still like invictus more its a very cool name
balance: Pylons now have OB protection.
I'm curious, what's the justification for this? I could see this making certain relays borderline impossible to reclaim once they've been fortified reasonably well.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Conflicts have been resolved. A maintainer will review the pull request shortly.
Using the Bulwark ability with a nearby drone gave me this runtime-
runtime error: movable_moved overridden. Use override = TRUE to suppress this warning
- proc name: stack trace (/proc/stack_trace)
- source file: code/__HELPERS/unsorted.dm,1833
- usr: Destroyer (XX-266) (/mob/living/carbon/xenomorph/destroyer)
- src: null
- usr.loc: the catwalk (206,75,3) (/turf/open/floor/plating/plating_catwalk)
- call stack:
- stack trace("movable_moved overridden. Use ...")
- /datum/beam (/datum/beam): RegisterSignal(Destroyer (XX-266) (/mob/living/carbon/xenomorph/destroyer), "movable_moved", "redrawing", 0)
- /datum/beam (/datum/beam): Start()
- ImmediateInvokeAsync(/datum/beam (/datum/beam), "Start")
- Destroyer (XX-266) (/mob/living/carbon/xenomorph/destroyer): beam(Destroyer (XX-266) (/mob/living/carbon/xenomorph/destroyer), "purple_lightning", 'icons/effects/beam.dmi', 40, inf, /obj/effect/ebeam (/obj/effect/ebeam), 1)
- Bulwark of the Hive (/datum/action/xeno_action/onclick/destroyer_shield): use ability(null)
- Bulwark of the Hive (/datum/action/xeno_action/onclick/destroyer_shield): use ability wrapper(null)
- Bulwark of the Hive (/datum/action/xeno_action/onclick/destroyer_shield): action activate()
- Bulwark of the Hive (/atom/movable/screen/action_button): clicked(Destroyer (XX-266) (/mob/living/carbon/xenomorph/destroyer), /list (/list), null, "icon-x=17;icon-y=12;left=1;but...")
- Destroyer (XX-266) (/mob/living/carbon/xenomorph/destroyer): do click(Bulwark of the Hive (/atom/movable/screen/action_button), null, "icon-x=17;icon-y=12;left=1;but...")
balance: Pylons now have OB protection.
I'm curious, what's the justification for this? I could see this making certain relays borderline impossible to reclaim once they've been fortified reasonably well.
So you can't simply OB a corrupt coms tower. Its specifically pylons, not clusters. Clusters turn into pylons when they corrupt a coms tower.
wild
it wouldn't let me suggest changes nicely on here so I did a PR https://github.com/Git-Nivrak/cmss13/pull/1 (messaging fix)
So from what I've seen in game, it doesn't seem to let out any sort of death scream like normal xenos do when they die, not sure if it's because the sound hasn't been finished yet or if it's an oversight.
Edit: also it gets stunned by slugs, not sure if that's intended either.
add: Minor Hive buff - Larva Surge - Costs 5 royal resin, Gives 5 larva, one time use
Can we make this scaling like the marines cyro marines. 5 for 5 then 10-15 for 5, etc etc.
add: Minor Hive buff - Larva Surge - Costs 5 royal resin, Gives 5 larva, one time use
Can we make this scaling like the marines cyro marines. 5 for 5 then 10-15 for 5, etc etc.
Possibly but I really want to move away from larva and cryo marines as much as possible. They don't help end a game, they only prolong a game. Not terribly keen on the one-time buff as is.
roughly equivalent to a nuke
pfft
they couldn't even beat UPP soldiers in thunderdome
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Conflicts have been resolved. A maintainer will review the pull request shortly.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Conflicts have been resolved. A maintainer will review the pull request shortly.
King is missing from the Player Panel under the Transform tab btw
question. can research drain its blood and gain its organs? and how much points will it give. also. can other xeno kinds like greenos. alpha. delta and so on make a king?
question. can research drain its blood and gain its organs? and how much points will it give. also. can other xeno kinds like greenos. alpha. delta and so on make a king?
Not yet at least. See https://github.com/cmss13-devs/cmss13/pull/6334#pullrequestreview-2106237602
Soon
I have to ask, why make the time to get the king random? And the way you worded it sounds like it can ONLY be bought between 1:35 and 1:55.
Sprite changes are still missing from PR description for sprite review.
https://github.com/cmss13-devs/cmss13/actions/runs/9702378617/job/26778098964#step:7:121
runtime error: Cannot modify null.has_hatchery. proc name: Initialize (/obj/effect/alien/resin/king_cocoon/Initialize) source file: code/modules/cm_aliens/XenoStructures.dm,899 usr: null src: the alien cocoon (/obj/effect/alien/resin/king_cocoon) src.loc: the wall (148,99,7) (/turf/closed/wall/vault) call stack: the alien cocoon (/obj/effect/alien/resin/king_cocoon): Initialize(0, null) Atoms (/datum/controller/subsystem/atoms): InitAtom(the alien cocoon (/obj/effect/alien/resin/king_cocoon), 0, /list (/list)) the alien cocoon (/obj/effect/alien/resin/king_cocoon): New(0) /datum/unit_test/create_and_de... (/datum/unit_test/create_and_destroy): Run()
At one point during the TM, xenos couldn't delay and purchase king after the marines evacced (I assume it did a if(!_check_danger()) - but on round 23050 they did a pretty much 100% marine force evac and xenos still started the king process after that, is that a bug?
Already fixes in the commit above your comment, the TM is updated though
This is still outstanding https://github.com/cmss13-devs/cmss13/pull/6334#issuecomment-2176629277
This pull request has conflicts, please resolve those before we can evaluate the pull request.
