bandit wrote:Leaving aside cult for a second, this:
camera.dm
¬ Removed EMPs triggering camera alarms - this might as well of shown the AI a big red message "HEY! OVER HERE! AN ANTAG IS MURDERING SOMEONE!"
Has massive repercussions for all antags across the board, and I hope you took that into consideration.
I did.
EMPs disabling headsets was added as an honourable alternative to the parapen/parasting/etc, then a day later cameras were overhauled including an alarm wire which set off from EMPs...
The AI getting "Alert, Antag shit happening at [location]" makes that alternative unworkable.
EMP alarms are a crutch.
Incomptinence wrote:Sac cult was already harder to play than convert-cult and now you nerf it even further? Really aiming for the coveted 5% win percentage newling would on occasion achieve are we?
All the paper-spawn options removed other than sword + armour are bonkers. Stun paper and soulstone encourage murderbone? You don't say I was so sure the savage human sacrificing blood cult was meant to have a peaceful resolution where the cultists showered the detective with butterfly kisses, wait they sacrifice him then probably have to kill all of security? WHY ARE YOU DISCOURAGING KILLING IN A BLOOD CULT THAT LITERALLY SACRIFICES PEOPLE? Oldman is right this is newling level hugboxing, Mohugmad Smiley has entered the ring.
Removing shards from artificers... really?
Construct wizard is rare as all hell and now it can't even work. Your saying they should just buy multiple belts fails to take in account they can only reset their spell selection when they are on the wizard shuttle.
When were constructs made to not count for summon nar sie in the first place? This is bombastic since they actually require protection and planning as opposed to cheese like manifest ghost X 8 click rune.
Convert cult was stupidly easy and universally hated so much people literally were begging me to fix cult.
Sac cult IS about killing and sacrificing people, although the rewards are greater for doing it alive, but its about killing and trapping their souls through ritual not through mauling them in the streets and using a pokeball on them.
I've seen cult where they actually play the mode as intended and work together, and you know what? They actually usually succeed.
Cult is a TEAM mode. Its not a round of solo robustness or a round of a limited team with limited, albeit elite, resources; its not a swarm mode where you've got to flash convert a mob so they're big enough to robust sec and the heads.
Cult is about working as a team with your cult mates, its about slowly building up your power base. Stop thinking its just another round where you can charge about like a retard with an axe and actually try working with others to achieve your goals for a change. Until you do that you're going to fail and I am not going to do anything to foster and handhold bad players and solo behaviour.
Is it really that hard for you to link up with just one other cultist, use EMP to disable the targets headset, and then bash him down with your tome?
Tomes are really robust weapons that people always forget about.
And FFS, unlimited use, zero cool down, 100% reliable, completely private communication channel - fucking use it
Wizards
I've changed it so the artificer spell book option also gives them the soul stone spell.
When I tested it I noticed you could take the soul stone belt option multiple times, each time would give you an extra set of belt, artificer spell, and summon stone spell. Thats probably a bug but I'm not touching wizard code.
Constructs
"When were constructs made to not count for summon nar sie in the first place? This is bombastic since they actually require protection and planning as opposed to cheese like manifest ghost X 8 click rune"
Since forever, constructs have never counted towards rune numbers because cult mode predates them by a long shot, so all the checks have always looked for mob/living/carbon.
My thoughts exactly. The fact that cultists are forced into the same robusting tactic (EMP+beatdown) as pre-armblade newlings is an irony hopefully not lost on the OP here.
EMP+beatdown didnt work because the AI got a big fuck off "Shits happening here YO!" warning
Incomptinence wrote:Those stats might sound okay for some people but it must be stressed that this is a group antagonist. Unlike traitor where one might slip though the cracks where others fail this is a total domination.
I earnestly believe solo antags should have a 20% or more win percentage because 1 in 5 winning is usually what double agent does and if your antagonist not dedicated killing itself performs worse wow you really have a paper tiger there.
40% to 60% win rate is where group antags belong because it is an all out conflict between two groups and having either the station or group antag with an overwhelming advantage is boring as all hell.
Metrics are dry meaningless statistics that exist for managers to point at and act like they know what they're talking about.
At one point Rev was about an 70% win rate for Revs then the uplinks were removed and that dropped to around 50%. Rev went from a quick bloody chaotic fun round to a drawn out dull boring round of sec systematically implanting /killing everyone.
On paper it was the most balanced round, in reality it was a boring stalemate of not much happening.
Besides, all statistics tell you is if the antags did/didn't get their green text.
All that means is that the objectives are too hard to get, if you look at the breakdown you'll see that Narsie and Sacrifice are around 45%, its the escape objective thats dragging the win rate down.
But, the game isn't about Green/Red text, its about the journey there, its about whether the game mode is fun for BOTH sides. Antags arent meant to win, they're meant to make the round interesting.
That is why I am disregarding Robustin's giant walls of rage, because he is the epitome of a P2Wer.
Cipher3 wrote:Wait a second. Malkevin don't you still have much greater changes lined up still for cult? It may be worth holding off on this until that comes around.
Yes, in fact here's the design doc for phase two I wrote months ago.
-----------------------------------------------------------------------------------------------------------------
Future of the cult
*Replace word system with a tiered power system
--live human sacrifices gives lots of power
--dead sacrifices give not so much
--Making cult floors and walls also increases cult power
--converts maybe cost cult power / cost power above a certain number of cultists
--Tiered rune system (see below)
*Do things to reduce the individual murderbonerering
--Remove stun talisman from starting talisman
--|Remove armor too? The tome is already pretty robust.
--Add emp paper to supply tali if not already there.
--|Fix EMPs setting off camera alarms and fire alarms.
*Change blood boil to give the victims hellwater instead of insta death
*Construct changes:
*Juggs:
-Remove RNG on jugg reflection, have lasers always do reduced damage but also reflect back reduced damage lasers.
-Change melee resistance to reduce the attack damage by 9 instead of it being a 10 damage threshold
-Reduce attack damage?
*Wraiths
-Increase attack damage? I think juggs should be the blackguard tanks while wraiths are the glass cannon bezerker babarians
*Artificers
-Remove lMM, replace with something else - probably something simular to the flash powder effect
-Add arcane altar to the list of buildables, it'll be a child of alium nests so you just need to buckle someone to it without needing cuffs.
--Allows a single cultist to convert someone buckled to the altar
--Sacrifices give more points on the altar?
-Remove create soul stone and summon shell, these are now rune abilities
*Shades
-Make them not solid so they can run through walls.
*constructs drop their soul stone on death
-Chaplain can hit the stone with their bible to purify to the soul
--This will ghost the shade and cause massive point loss to the cult.
*Add some kind of feedback to indicate shell rune requires plasteel when used
*Add info on shell rune to the read tome screen
-------------------------------------------------------------
Tiered rune system:
(Very much up for debate)
First Tier
-Hide runes
-Reveal Runes
-Communicate
-Deafen
-Blind
-Sacrifice
-Summon Shell
Second Tier
-Convert
-Wall
-See Invisible
-Ghostself
-Teleport self
-EMP
-Imbue
Third Tier
-Manifest ghost
-Stun
-Free cultist
-Armor
-Summon Cultist
-Teleport other
Forth Tier
-Blood boil
-Raise dead
-Blood drain
Fifth Tier
-Summon Narsie