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[DRAFT] Cult Revamp #3867
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[DRAFT] Cult Revamp #3867
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looking at this code is giving me brain damage
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About The Pull Request
https://wiki.monkestation.com/en/cult-revamp-details
Ports:
Cult 4 as a baseline from VG
vgstation-coders/vgstation13#32323
vgstation-coders/vgstation13#30672
vgstation-coders/vgstation13#28613
Why It's Good For The Game
Cult in its current state feels halfway to a good team antagonist, I want atleast 1 antagonist that is a fully team antagonist and works well in that regard. Also The new UI system is far far better and this is a good showcase of it.
Changelog
🆑
add: Cultists have a new UI Panel that enables easier tracking of the cult's members, their objectives, and lots of other important information.
add: As cultists perform occult activities and complete objectives, they generate devotion which both grants them Tattoos imbued with new powers, but also quickens the arrival of the new Eclipse event.
add: During the Eclipse, all lights aboard the station are shattered, highly reducing visibility. The cult can use the new (very old in fact) Tear Reality rune during the eclipse to start a ritual that can let them end the round. If the Eclipse ends without the ritual being attempted, the crew will be safe from Nar-Sie for this round.
add: If the cult attempts to raise Nar-Sie, they will have to defend a Blood Stone for a certain amount of time, and from that point onward all cultists will have a visible halo betraying their appearance to the crew. If the Blood Stone is destroyed, the ritual will end, and the cult will receive various handicaps, such has the halo remaining visible, and the cultist cap falling to zero.
add: The Scoreboard now lists cultists in order of how much devotion they generated. The cult now "wins" or "loses" following various conditions, each with a different message on the scoreboard. A cult that couldn't raise Nar-Sie can still get a victory by having some of its members escape alive and free aboard the shuttle.
remove: old rune system via the ritual knife
change: for more details checkout the detailed changes page on the wiki: https://wiki.monkestation.com/en/cult-revamp-details
/:cl: