TerraGov-Marine-Corps
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adds in Pyrogen Xenomorph Caste
About The Pull Request
Adds in the Pyrogen xenomorph caste. https://hackmd.io/@wlLEbadtQoCyE4iytTkonw/H1PbHmw10 All done and functional New PR since the old branch had its git-history corrupted so hard not even a hard-reset from another branch and force push would fix it.
Why It's Good For The Game
New caste.
Changelog
:cl: SPCR/MLGTASTICa add: Added in the Pyrogen xenomorph caste , a T2 caste. /:cl:
unable to evolve to the caste or caste swap to pyrogen
misc things:
- crowds hive status, this needs a fix
- wound overlays aren't calling correctly
- runtimes whenever the melting fire is applied here
- and here
- no keybinds
- no valhalla variants i had trouble getting primo to work but i wasn't on live, so not sure if that's actually an issue
one more, needs observe menu icon
So i was the pyro on that round, it doesnt have keybinds on the options so you cant set them up, fireball went through cades when i was right against it but it hit the cade when i wasnt (that's actually very cool though, idk if it's intended), and yeah you cant evolve into it, but otherwise seems "funtional", i have balance takes but i need more testing to actually say something
Fuck that i will talk a bit of the abilities, i think tornado is useless because, while i get it's random, it was SO random that 9/10 that i casted it, not a single tornado left my side or went anywhere further than me, and on the one time it did, it was just one of them, also laser scaling on burn stacks and it being a cast ability easily dodgeable also makes it awful, since you can barely cast it at all with the massive plasma consumption it has.
I think tornado take is very valid, but the rest of the kit i dont want to really talk much about because i just played like 20 minutes against marines that already where losing
OH also, you cant spawn on xalhalla with it either
Xeno fire ignites robots who are supposed to be immune to ignition. Also it apparently works on corpses.
I know its just a tm but being able to spam long lasting fire everywhere for high damage, persistant DOT and area denial is like, really, really strong lol.
Also everything about this xeno being described as, and looking like fire, but actually all being acid is extremely misleading for players. Nothing about it suggests that acid armour is what actually works on this.
Xeno fire ignites robots who are supposed to be immune to ignition. Also it apparently works on corpses.
I know its just a tm but being able to spam long lasting fire everywhere for high damage, persistant DOT and area denial is like, really, really strong lol.
Also everything about this xeno being described as, and looking like fire, but actually all being acid is extremely misleading for players. Nothing about it suggests that acid armour is what actually works on this.
it will keep igniting robots lmao, thats intended corpses isnt intended, it using acid is a tivi request so lol
I must say, sprite-wise the xeno looks very ugly, 'flame effect' on xeno sprites we have do not look good, more of colorful moving growths without a reason to be. I would rather make his stomach/chest głowy from flames contained in it like a dragon than this. Sorry to say it cause I really like the abilities of this xeno, but if the sprites remain as they are in the image you've shown I'm against this. It does also look kinda like hivemind, I can't make out if it has any limbs or if it's a resin creature like hivemind.
Also Xander said something that this pr stops fire working on resin walls entirely? (normal fire, not xenofire)
xenos are saying the keybind for fireball still doesn't work
When you evo into pyro it says you cant evolve into another thing in hive status, nor you get evo timer till t3, but if you use verb you can bypass evo timer
Also if i click on someone with fireball and he moves, fireball gets canceled
And sometimes (all the time) when you use the fireball hotkey it just autocast it and doesnt select it, so keybind is useless cuz you cant aim
Please actually leave feedback on the pr this tm so the author knows what to change
Pyrogens attacks effect marines frozen by King's 'Petrify' ability.
Petrify is supposed to make marines effected by it immune to damage as a balance to being a 6 second freeze/stun.
Got hit in round 26759 and it melted me to death before the stun ended (6 seconds is a long time to stand in Pyrogen flame particles).
Hard to form an opinion yet. I am not really a fan of, but I haven't see a lot of the pyrogen.
Its crowd control is still insanely strong. Its like a combination of spraying acid all over the ground, with the sustained effect of sentinel primo nade, but its a spammable ability.
you haven't fixed merge conflicts. Also you still need to add fire sprites for the two lower levels of fire. I redid the fire sprites so you can just palette swap blue fire ones.
[17:41:49] Runtime in code/modules/mob/living/carbon/xenomorph/xenomorph.dm,91: error finding base type proc name: set datum (/mob/living/carbon/xenomorph/proc/set_datum) usr: no key/(Pyrogen) usr.loc: (Test Room (80, 65, 4)) src: Pyrogen (/mob/living/carbon/xenomorph/pyrogen) src.loc: the floor (80,65,4) (/turf/open/floor/iron) call stack: Pyrogen (/mob/living/carbon/xenomorph/pyrogen): set datum(1) Pyrogen (/mob/living/carbon/xenomorph/pyrogen): Initialize(0) Atoms (/datum/controller/subsystem/atoms): InitAtom(Pyrogen (/mob/living/carbon/xenomorph/pyrogen), 0, /list (/list)) Pyrogen (/mob/living/carbon/xenomorph/pyrogen): New(0) /datum/unit_test/spawn_xenos (/datum/unit_test/spawn_xenos): allocate(/mob/living/carbon/xenomorph/p... (/mob/living/carbon/xenomorph/pyrogen)) /datum/unit_test/spawn_xenos (/datum/unit_test/spawn_xenos): Run() RunUnitTest(/datum/unit_test/spawn_xenos (/datum/unit_test/spawn_xenos), /list (/list)) RunUnitTests() /datum/callback (/datum/callback): InvokeAsync() [17:41:49] Runtime in code/modules/mob/living/carbon/xenomorph/abilities.dm,1273: Cannot read null.actions proc name: add abilities (/mob/living/carbon/xenomorph/proc/add_abilities) usr: no key/(Pyrogen) usr.loc: (Test Room (80, 65, 4)) src: Pyrogen (/mob/living/carbon/xenomorph/pyrogen) src.loc: the floor (80,65,4) (/turf/open/floor/iron) call stack: Pyrogen (/mob/living/carbon/xenomorph/pyrogen): add abilities() Pyrogen (/mob/living/carbon/xenomorph/pyrogen): Initialize(0) Atoms (/datum/controller/subsystem/atoms): InitAtom(Pyrogen (/mob/living/carbon/xenomorph/pyrogen), 0, /list (/list)) Pyrogen (/mob/living/carbon/xenomorph/pyrogen): New(0) /datum/unit_test/spawn_xenos (/datum/unit_test/spawn_xenos): allocate(/mob/living/carbon/xenomorph/p... (/mob/living/carbon/xenomorph/pyrogen)) /datum/unit_test/spawn_xenos (/datum/unit_test/spawn_xenos): Run() RunUnitTest(/datum/unit_test/spawn_xenos (/datum/unit_test/spawn_xenos), /list (/list)) RunUnitTests() /datum/callback (/datum/callback): InvokeAsync() [17:41:49] Runtime in code/modules/mob/living/carbon/xenomorph/hive_datum.dm,406: Cannot execute null.get base caste type(). proc name: add to lists (/datum/hive_status/proc/add_to_lists) usr: no key/(Pyrogen) usr.loc: (Test Room (80, 65, 4)) src: Normal (/datum/hive_status/normal) call stack: Normal (/datum/hive_status/normal): add to lists(Pyrogen (/mob/living/carbon/xenomorph/pyrogen)) Normal (/datum/hive_status/normal): add xeno(Pyrogen (/mob/living/carbon/xenomorph/pyrogen)) Normal (/datum/hive_status/normal): add xeno(Pyrogen (/mob/living/carbon/xenomorph/pyrogen)) Pyrogen (/mob/living/carbon/xenomorph/pyrogen): add to hive(Norma
yay
People are still reporting the fireball hotkey being broken. You can still cast whirlwind through shutters apparently? And wasn't whirlwind supposed to be reduced to 2? I recall Kuro saying so. And whirlwind just qdels any resin doors it touches, which is kinda funny. Xeno fire also only ever seems to use the fire_3 state. Not sure if this is a bug or if you're just doing something funny with the stacks. There was also an instance of a xeno being able to just walk through normal fire unharmed. Fire has mechanics to combine different fire stacks together (i.e. normal and xfuel) is this also possible with xenofire?
the fire stacks is kinda fucky, lower the damage on it
I feel the plasma cost on the fireball should be raised, that and yeah that the hotkey for it is, bugged, I'm not sure what the intended hotkey function is trying to do, but it appears to attempt to cast on hotkey press, rather then queue up the special ability function. To add to what was said about Whirlwind being castable through shutters, it appears that the whirlwind spawns on an adjacent tile (Usually in front towards the targeted tile), allowing it to start its travel path from impassable terrain, see the attached video taken by somebody during a Testmerge, note in this attached video near the end, at the "13" second mark, a tornado cast appears "In" the resin Wall.
https://github.com/tgstation/TerraGov-Marine-Corps/assets/72713180/2f9f31ab-71c2-40cf-b552-712a6cd9e145
Fireball though already technically can damage through shutters as it creates fire in a 3x3 radius of where it hits. (Allowing it to immolate behind a wall) I Feel Surt needs an interaction with this And that the fire needs to properly be part of fire mechanics (lacking body temp raise obviously) The way it stands, things actually being Acid is misleading but, if in order for it to be implemented, its the only way, I think its partially fine, the whole Xeno, giving me Sentinel clone vibes with the DoT mechanic
I feel there is alot of potential to this Xeno being added, and the potential of it being added actually makes me interested in playing Xeno!
after seeing the video, yeah it's too op, nerf the damage
xeno fire is still hurting corpses. Evo max is set to zero so you can just insta evo from pyro to t3 apparently.
A lot of weird instances of mobs not igniting when either hit by fire from a Flamer, or when walking over flame tiles. Wasn't recording though, so i don't have it in video.
The Fire Tornadoes are able to fire through 1 tile worth of walls (with some RNG) since the tornadoes can spawn on adjacent tiles before moving. Should probably just have them all spawn on the mobs center tile to avoid this if possible.
just close this pr