05-10-2022, 05:01 AM
(This post was last modified: 09-11-2022, 06:00 PM by github_bot. Edited 15 times in total.)
PULL REQUEST DETAILS
[BALANCE] [FEATURE] [INPUT WANTED] [wiki]
About the PR
This PR is an attempt at giving wraith more customizability and personnality while also providing fun counterplay!
# **Balance to existing wraith:**
-Point generation lowered accross the board.
-Removes the following abilities from the base wraith: "Make poltergeist" "Raise skeleton" "Make revenant"
-Introduces new rotating zones in which point generation is increased in order to invite the wraith to navigate throughout the station and not camp in one spot.
-Haunt is the same as before with one exception: Upon use turns the wraith visible, but no longer makes them incorporeal at the end of the ability's cooldown. Instead the wraith can go incorporeal again when they hit "haunt" once more when they want it.
# **Additions**
-Adds three new wraith paths, each with their own abilities and weaknesses. You can transform into a wraith path once enough bodies have been consumed.
# _Path 1: Harbinger_
Meant as a summoner. Possesses the following abilities:
-"**Raise skeleton**" which now also works on closets. There is a maximum of one skeleton per closet.
-"**Make revenant**"
-"**Create void portal**" which creates a summoning circle that slowly grows in power and releases a small army of mobs the wraith can choose from a list. The stronger the portal, the more health it has, and the higher the mob cap/summon range. Destroying the portal or placing a new one removes all mobs that have been spawned by the portal.
-"**Summon void creature**" requests ghosts of players to join and offers a choice between three creatures to pick from, meant to aid the harbinger;
-Skeleton commander; A tanky mob with a long range stab, a sweeping strike, a raise minor skeleton ability, and a rally ability buffing nearby critters.
-Tentacle fiend; A squishy, ranged mob with a tentacle hook to bring people to them, and a "lash" usable on disabled people to keep them on the ground and cause a lot of bleeding damage. Meant to be used in conjunction with the horde the harbinger summons.
-Void hound; A fast, sneaky mob with a leap that stuns targets for a short time, a cloak making them semi-transparent, and a strong lacerating arm. Quite squishy and meant to be roaming from the back lines.
-"**Speak to summons**" which does what you'd expect.
# _Path 2: Plaguebringer_
Meant as a debuffer and poisoner. Possesses the following abilities:
-**"Curses"** which are targeted and can be used on humans. There are four curses each with their own small debuffs. Getting more curses gives increasing warnings to the target. Curses can be removed being splashed with holy water, or by getting a bible beating from a chaplain. You cannnot apply a curse to a target in the chapel. Once a target has four curses on them, the "curse of death" is now usable on them, which kills the target and consumes its soul.
The curses are;
-Plague of blood; Gives the affected the hemophilia trait, makes them randomly puke blood.
-Plague of blindness. Regularly gives the owner eye damage.
-Plague of weakness. Regularly slows down the owner and reduces stamina regen as well as making them drowsy.
-Plague of rot. Makes the owner vomit at random intervals and makes them unable to eat any food.
-**"Poison"** can be used on a food item, glass or open container. Opens a list of poison and disease reagents, then adds that poison to the target.
-**"Summon rot hulk"** checks the area for gibs, vomit and other unpleasant things, then if the area is dirty enough begins to coalesce the filth into a rot hulk. The rot hulk is a mob with a simple ai, chasing people and attacking them, and exploding when killed or low health in a shower of poisoning gibs. The hulk is stronger if there is more filth around.
-**"Summon plague rat"** requests ghosts of players if they want to join as a plague rat. The plague rat is a small, squishy mob with two abilities allowing it to bite someone and inject them with a very low dose of "rat spit", and another ability allowing them to eat filth and gibs. Rat spit is essentially a weaker "rat venom" that gives you the "rat plague" which in turn makes you contract more diseases.
If they eat enough they go up in size and gain the "summon warren" ability. There can be one warren per plague rat, and each warren slowly pours out aggressive mice out of it, up to a cap, and very slowly heals neighbouring plague rats.
If they grow again, they can no longer pass doors and tables, gain a strong arm, and gain the "slam" ability as well as the "summon plague rat" ability like the wraith's. There is a limit to the amount of plague rats on the map.
-"**Speak to summons**"
# _Path 3: Trickster_
Meants as a sneaky, confusing liar. Possesses the following abilities:
-**"Make poltergeist"**
-**"Mass whisper"** whispers to everyone in the area
-**"Fake sound"** Play a fake sound from a list at the target area.
-**"Creeping dread"** Causes the target to contract a debuff that ticks down while near lights, and up otherwise. As the debuff grows in power while in the dark, the target begins to shake, hallucinate, take minor damage and eventually reaches a point where it developps into a heart attack.
-**"Hallucinate"** causes the living target to hallucinate for awhile, with all new hallucinations such as fake announcements, blood pourring out of the walls, and more!
-**"Lay rune trap"** is an ability for which the trickster must manifest. Lets them plant a trap that becomes invisible if no lit lights are close to it. The trap triggers when a human runs on it, but wont trigger if they walk/crawl. It can be destroyed with any item. When sprung, the trap will have a variety of effect depending on the choice the wraith made when laying it down. Effects range from minor explosions, fire, emps and more!
-**"Haunt"** is now different for this wraith, allowing it to choose a human target beforehand, and copying when haunting. The target can be alive, dead, missing any number of limbs/head, or any mutantrace. Being in proximity to people while haunting grants the wraith "possession points" used by the "possession" ability.
-**"Possession"** allows the wraith, after a long delay and if their possession points are high enough, to take control of a living human. The control lasts for about a minute, then returns the wraith to the afterlife when finished, returning the human to their body with non-negligible brain damage.
# **Additional counterplay**
A new item has been introduced: The spirit candle. It can simply be made by combining a skull and a candle, then can be lit with an open flame. The candle lasts about 2 minutes and cannot be reused once it's expired. While lit, the candle emits a distinct blue glow and will reveal the wraith when it is nearby. Using the candle in hand will snuff it out, darken the area around, and force the wraith to manifest for thirty seconds, similarly to how salt works. Meant to be used as a more "proactive" play against the wraith.
Each wraith path is also countered in a lesser way through actions the crew can take:
Plaguebringer's influence can be lessened by keeping the place clean and passing out holy water.
Trickster's abilities are weaker if the crew replaces the lights and keeps an eye out for impersonators and mind tricks.
Harbinger's damage is mostly physical, and requires bodies which can be disposed of quickly to prevent their stronger abilities.
To-do list:
- [x] Finish all lines and tasks with "Todo" in the code.
- [x] Sprites
- [x] Sound effects
- [x] Animations and visual effects
- [x] Add more unique wraith vulnerabilities and counterplay
- [x] Fix a bug causing the rot hulk's ai to hang
- [x] Improve trickster's haunt ability to allow it to move a bit faster and open non-id locked doors.
Icon showcase:
Why's this needed?
Provides a greater degree of customizability and keeps the game fresh.
Allows the wraith player to choose the approach they like most.
Provides more engaging counterplay besides simply salting everything everywhere.
Changelog
PULL REQUEST DETAILS
[BALANCE] [FEATURE] [INPUT WANTED] [wiki]
About the PR
This PR is an attempt at giving wraith more customizability and personnality while also providing fun counterplay!
# **Balance to existing wraith:**
-Point generation lowered accross the board.
-Removes the following abilities from the base wraith: "Make poltergeist" "Raise skeleton" "Make revenant"
-Introduces new rotating zones in which point generation is increased in order to invite the wraith to navigate throughout the station and not camp in one spot.
-Haunt is the same as before with one exception: Upon use turns the wraith visible, but no longer makes them incorporeal at the end of the ability's cooldown. Instead the wraith can go incorporeal again when they hit "haunt" once more when they want it.
# **Additions**
-Adds three new wraith paths, each with their own abilities and weaknesses. You can transform into a wraith path once enough bodies have been consumed.
# _Path 1: Harbinger_
Meant as a summoner. Possesses the following abilities:
-"**Raise skeleton**" which now also works on closets. There is a maximum of one skeleton per closet.
-"**Make revenant**"
-"**Create void portal**" which creates a summoning circle that slowly grows in power and releases a small army of mobs the wraith can choose from a list. The stronger the portal, the more health it has, and the higher the mob cap/summon range. Destroying the portal or placing a new one removes all mobs that have been spawned by the portal.
-"**Summon void creature**" requests ghosts of players to join and offers a choice between three creatures to pick from, meant to aid the harbinger;
-Skeleton commander; A tanky mob with a long range stab, a sweeping strike, a raise minor skeleton ability, and a rally ability buffing nearby critters.
-Tentacle fiend; A squishy, ranged mob with a tentacle hook to bring people to them, and a "lash" usable on disabled people to keep them on the ground and cause a lot of bleeding damage. Meant to be used in conjunction with the horde the harbinger summons.
-Void hound; A fast, sneaky mob with a leap that stuns targets for a short time, a cloak making them semi-transparent, and a strong lacerating arm. Quite squishy and meant to be roaming from the back lines.
-"**Speak to summons**" which does what you'd expect.
# _Path 2: Plaguebringer_
Meant as a debuffer and poisoner. Possesses the following abilities:
-**"Curses"** which are targeted and can be used on humans. There are four curses each with their own small debuffs. Getting more curses gives increasing warnings to the target. Curses can be removed being splashed with holy water, or by getting a bible beating from a chaplain. You cannnot apply a curse to a target in the chapel. Once a target has four curses on them, the "curse of death" is now usable on them, which kills the target and consumes its soul.
The curses are;
-Plague of blood; Gives the affected the hemophilia trait, makes them randomly puke blood.
-Plague of blindness. Regularly gives the owner eye damage.
-Plague of weakness. Regularly slows down the owner and reduces stamina regen as well as making them drowsy.
-Plague of rot. Makes the owner vomit at random intervals and makes them unable to eat any food.
-**"Poison"** can be used on a food item, glass or open container. Opens a list of poison and disease reagents, then adds that poison to the target.
-**"Summon rot hulk"** checks the area for gibs, vomit and other unpleasant things, then if the area is dirty enough begins to coalesce the filth into a rot hulk. The rot hulk is a mob with a simple ai, chasing people and attacking them, and exploding when killed or low health in a shower of poisoning gibs. The hulk is stronger if there is more filth around.
-**"Summon plague rat"** requests ghosts of players if they want to join as a plague rat. The plague rat is a small, squishy mob with two abilities allowing it to bite someone and inject them with a very low dose of "rat spit", and another ability allowing them to eat filth and gibs. Rat spit is essentially a weaker "rat venom" that gives you the "rat plague" which in turn makes you contract more diseases.
If they eat enough they go up in size and gain the "summon warren" ability. There can be one warren per plague rat, and each warren slowly pours out aggressive mice out of it, up to a cap, and very slowly heals neighbouring plague rats.
If they grow again, they can no longer pass doors and tables, gain a strong arm, and gain the "slam" ability as well as the "summon plague rat" ability like the wraith's. There is a limit to the amount of plague rats on the map.
-"**Speak to summons**"
# _Path 3: Trickster_
Meants as a sneaky, confusing liar. Possesses the following abilities:
-**"Make poltergeist"**
-**"Mass whisper"** whispers to everyone in the area
-**"Fake sound"** Play a fake sound from a list at the target area.
-**"Creeping dread"** Causes the target to contract a debuff that ticks down while near lights, and up otherwise. As the debuff grows in power while in the dark, the target begins to shake, hallucinate, take minor damage and eventually reaches a point where it developps into a heart attack.
-**"Hallucinate"** causes the living target to hallucinate for awhile, with all new hallucinations such as fake announcements, blood pourring out of the walls, and more!
-**"Lay rune trap"** is an ability for which the trickster must manifest. Lets them plant a trap that becomes invisible if no lit lights are close to it. The trap triggers when a human runs on it, but wont trigger if they walk/crawl. It can be destroyed with any item. When sprung, the trap will have a variety of effect depending on the choice the wraith made when laying it down. Effects range from minor explosions, fire, emps and more!
-**"Haunt"** is now different for this wraith, allowing it to choose a human target beforehand, and copying when haunting. The target can be alive, dead, missing any number of limbs/head, or any mutantrace. Being in proximity to people while haunting grants the wraith "possession points" used by the "possession" ability.
-**"Possession"** allows the wraith, after a long delay and if their possession points are high enough, to take control of a living human. The control lasts for about a minute, then returns the wraith to the afterlife when finished, returning the human to their body with non-negligible brain damage.
# **Additional counterplay**
A new item has been introduced: The spirit candle. It can simply be made by combining a skull and a candle, then can be lit with an open flame. The candle lasts about 2 minutes and cannot be reused once it's expired. While lit, the candle emits a distinct blue glow and will reveal the wraith when it is nearby. Using the candle in hand will snuff it out, darken the area around, and force the wraith to manifest for thirty seconds, similarly to how salt works. Meant to be used as a more "proactive" play against the wraith.
Each wraith path is also countered in a lesser way through actions the crew can take:
Plaguebringer's influence can be lessened by keeping the place clean and passing out holy water.
Trickster's abilities are weaker if the crew replaces the lights and keeps an eye out for impersonators and mind tricks.
Harbinger's damage is mostly physical, and requires bodies which can be disposed of quickly to prevent their stronger abilities.
To-do list:
- [x] Finish all lines and tasks with "Todo" in the code.
- [x] Sprites
- [x] Sound effects
- [x] Animations and visual effects
- [x] Add more unique wraith vulnerabilities and counterplay
- [x] Fix a bug causing the rot hulk's ai to hang
- [x] Improve trickster's haunt ability to allow it to move a bit faster and open non-id locked doors.
Icon showcase:
Why's this needed?
Provides a greater degree of customizability and keeps the game fresh.
Allows the wraith player to choose the approach they like most.
Provides more engaging counterplay besides simply salting everything everywhere.
Changelog
Code:
changelog
(u)Bartimeus973
(*)Overhaul to the wraith. Wraiths can now pick from three paths upon consuming enough bodies, each with their unique abilities. Sprites done in collaboration with: Swinglow, CalliopeSoups, Mora and Shiiba!
(*)Adds a new item to counter wraith: the spirit candle. Created by combining a skull and a candle. While lit in hand it reveals wraiths in the surrounding area and using it in hand will manifest the wraith. One time use.
PULL REQUEST DETAILS