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Hostile Humanoid Mobs Tweaks #1153
Hostile Humanoid Mobs Tweaks #1153
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Merge Conflict fixed |
RSI Diff Bot; head commit 2e2188a merging into 16a3b85 Resources/Textures/_NF/Clothing/Hands/Gloves/npc_guns_visuals/npc_ak.rsi
Resources/Textures/_NF/Clothing/Hands/Gloves/npc_guns_visuals/npc_china_lake.rsi
Resources/Textures/_NF/Clothing/Hands/Gloves/npc_guns_visuals/npc_crossbow.rsi
Resources/Textures/_NF/Clothing/Hands/Gloves/npc_guns_visuals/npc_laser_pistol.rsi
Resources/Textures/_NF/Clothing/Hands/Gloves/npc_guns_visuals/npc_pistol.rsi
Resources/Textures/_NF/Clothing/Hands/Gloves/npc_guns_visuals/npc_python.rsi
Resources/Textures/_NF/Clothing/Hands/Gloves/npc_guns_visuals/npc_shotgun.rsi
Resources/Textures/_NF/Clothing/Hands/Gloves/npc_guns_visuals/npc_smg.rsi
Resources/Textures/_NF/Clothing/Hands/Gloves/npc_guns_visuals/npc_spray_nozzle.rsi
Resources/Textures/_NF/Clothing/Head/Helmets/syndicate_bombsuit.rsi
Resources/Textures/_NF/Clothing/Head/Hoods/Bio/syndicate.rsi
Resources/Textures/_NF/Clothing/Neck/Misc/ascended_cultist_amulet.rsi
Resources/Textures/_NF/Clothing/OuterClothing/Bio/syndicate.rsi
Resources/Textures/_NF/Clothing/OuterClothing/Suits/syndicate_bombsuit.rsi
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it may be a good idea to replace the commander's suit from an elite syndicate hardsuit with probably just normalised armor, currently people seem to be looting those a lot from low-risk expeds and getting end-game spaceproof armor under 30 minutes into a round without much risk to themselves but cuffing a glitched mob or stripping it when the AI breaks or just tranqshotting them. |
Reworked syndicate mobs.
So, for example, Syndicate Naval Captain NPC will have the following variations:
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Ascended Cultist (blood cult expedition boss) can be butchered by players if they wish to obtain some of its powers for themselves. |
Disabled climbing for syndicate/wizard/cultist mobs because they tend to trap themselves between objects a lot with this behavior enabled. |
Right, I believe this PR is in a decent enough state for a formal review (and I'm also fresh out of ideas for what else could be done with those mobs). I also updated PR description, so unless I forgot something it should be fairly accurate. I'd appreciate the feedback/requests, when and if you get a chance to review it, @Cheackraze, @MagnusCrowe. And I guess I'll ping you, @dvir001, just because I can. |
I love the added syndicate mime, from the code it looks like a fun encounter we needed and with the low possibility of spawning it makes it even more unexpected and fun when it does |
Is there any counterplay to AP rounds + reflect mobs? Aside from being a zerg-force. |
Yes.
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Resources/Prototypes/_NF/Entities/Objects/Weapons/Throwable/throwable_weapons.yml
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The only counterplay I see as of now is a pre-injecting puncturase before heading in. Even then it'll help you mitigate one shot max. And it's cheesy as hell. |
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See, that's where my issue comes in. He can kill you in two seconds from screen range, but you have to magdump kammerer in his face, while also receiving some of the shells back due to plastitanium sword (does he drop it though?). It feels like there is no actual counterplay, aside from being in group. |
Yes. |
Still, it is possible to kill that NPC solo. You gonna get hurt, sure. Or you might die. imo games aren't fun without a bit of danger. Besides the version with AP rounds has only 10% spawn chance and it does drop plasteel sword. If you're truing to kill that mob solo, reflect is the best counter play, but teamplay is better. Teamplay with reflect even better. (tbh I think that I might've nerfed syndie mobs too much, we'll see how it goes when/if this PR gets submitted I guess) |
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making the guns into just gloves sprites is hilarious
Syndies dont seem to go into crit anymore. They always acidify. With unequipable armor change, Option to sell critted baddies for FUK and addition of loot backpacks it seems unintended. The only ways to get loot backpacks right now is to strip them with abuse of game mechanics, mob them with stun battons to cuff them or when AI brakes. |
About the PR
General Tweaks
Listening Post Bravo Changes
Bluespace Events Tweaks
Syndicate Mobs Tweaks
Big changes:
To expand on syndie mob variations, here is an example of Syndicate Captain spawner:
Small changes:
Wizard Federation Mobs Tweaks
Blood Cult Mobs Tweaks
Why / Balance
Bug fixes and tweaks to hostile humanoids.
Media
Changelog
🆑 erhardsteinhauer