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Glass Cannon Shadowkin #1531

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SixplyDev
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@SixplyDev SixplyDev commented Jan 13, 2025

Description

Honestly... much needed until they can get a proper rework from the original creators. This PR nerfs them a shit ton (no more teleporting away when you're in danger, smh) to make them more in line with the other species so they aren't powergamer central. Additionally, brings them more in-line with the traditional SS13 shadowkin. Shadowkins should no longer get darkswap and such, in fact I've commented out the entire ability until it too can get a rework.


TODO

  • Removed DarkSwap from Shadowkin
  • Made shadowkins much more easy to damage
  • Brought shadowkin much more in line with their SS13 counterparts
  • Fixed shadowkin lore, making the guidebook entry more interesting
  • Shadowkin can be chosen as a player species roundstart
  • Rework Marish to have a more fleshed out language protoype
  • Make DarkSwap unable to interact with the world as a whole
  • Give DarkSwap a longer cooldown
  • Make DarkSwap unable to be used if stunned
  • Adjust DarkSwap glimmer production
  • Shadowkin do not have black eyes by default
  • Shadowkin have the black eyes trait listed (Waveform Misalignment equivalent)

Changelog

🆑

  • add: Shadowkins can now be roundstart species again
  • tweak: Shadowkins are now more easy to damage
  • tweak Shadowkins are much more like their SS13 counterparters
  • remove: Removed DarkSwap from Shadowkin roundstart.

Shadowkins now have the following damage modifiers:
20% more blunt damage
30% more slash damage
20% more piercing damage
Immune to asphyxiation
20% less cold damage
20% more heat damage
50% less cellular damage
35% more bloodloss damage
35% more shock damage
45% more radiation damage


Signed-off-by: SixplyDev <[email protected]>
@github-actions github-actions bot added the Changes: YML Changes any yml files label Jan 13, 2025
No more darkswap. Boo wamp, needs some revamping before it's re-enabled.

Signed-off-by: SixplyDev <[email protected]>
@github-actions github-actions bot added the Changes: C# Changes any cs files label Jan 13, 2025
Shadowkins can now be enabled roundstart and chosen as a player species.

Signed-off-by: SixplyDev <[email protected]>
@RustedBR
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What if they get the Psionic invisibility roundstart?

That wouldn't be OP, we already got lots of counters

@VMSolidus
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Actually Darkswap is here to stay, although it needs some new interactions added. Darkswap is generally what should replace invisibility. Darkswap needs to:

  • End immediately if the user takes damage over a threshold, or is stunned
  • NOT make the user intangible or able to walk through walls(this is a very shit mechanic)
  • End immediately if the user is Flashed, regardless of if they have flash protection, and stun/damage the user when flashed out of it.
  • End immediately if the user attacks or performs any "potentially hostile action", you can check the same even Pacifism checks, its its own special thing.
  • Darkswap's init feedback needs significant improvement. It also needs an action bar text that isn't a stupid joke.

For Shadowkin, my requirements for them are:

  • They MUST be parented to BaseMobSpeciesOrganic. I won't accept a non-breathing species that doesn't have a parent prototype.
  • They must have Marish reworked with a significantly more fleshed out language prototype.
  • Their general writing quality needs significant improvement. It looks like a child wrote it.
  • Their "Feature list" must be significantly reduced in scope. While we like species being more detailed, and prefer each species have something unique, Shadowkin have waaaaay too much unique.

@VMSolidus
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Oh, while I'm at it. Darkswap should never have needed a "mana" system bolted onto the psionics code. Nothing else interacts with that, it infuriates me how useless it is. Darkswap, and any other power that uses a finite draining/regenerating resource could have just used Stamina instead. Congratulations, Stamina is now a casting resource that has a plethora of pre-existing interactions.

@SixplyDev
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For Shadowkin, my requirements for them are:

  • They MUST be parented to BaseMobSpeciesOrganic. I won't accept a non-breathing species that doesn't have a parent prototype.
  • They must have Marish reworked with a significantly more fleshed out language prototype.
  • Their general writing quality needs significant improvement. It looks like a child wrote it.
  • Their "Feature list" must be significantly reduced in scope. While we like species being more detailed, and prefer each species have something unique, Shadowkin have waaaaay too much unique.

I am not a coder by any means (surprise surprise) and generally only learned coding to fix some things that were making me upset on SS13. How would I go about implementing these features? I can do writing quality myself and the feature list is being worked on as well. Really I need help with the first two.

@VMSolidus
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For Shadowkin, my requirements for them are:

  • They MUST be parented to BaseMobSpeciesOrganic. I won't accept a non-breathing species that doesn't have a parent prototype.
  • They must have Marish reworked with a significantly more fleshed out language prototype.
  • Their general writing quality needs significant improvement. It looks like a child wrote it.
  • Their "Feature list" must be significantly reduced in scope. While we like species being more detailed, and prefer each species have something unique, Shadowkin have waaaaay too much unique.

I am not a coder by any means (surprise surprise) and generally only learned coding to fix some things that were making me upset on SS13. How would I go about implementing these features? I can do writing quality myself and the feature list is being worked on as well. Really I need help with the first two.

So in their Resources/Prototypes/Entities/Mobs/Species/shadowkin.yml file, and in every other file present in that folder, it lists the prototype used by the game to define what the ingame mob is. Its a list of Components, such as Type: Sprite, or Type: Pulling, and these components define what a Shadowkin Entity DOES.

If you look at other species in that folder, they list a Parent. Usually listed as BaseMobSpeciesOrganic. Parenting means, "First spawn a BaseMobSpeciesOrganic. Then, overwrite all its components with those listed in BaseMobHarpy".

Shadowkin lack a parent prototype. This was done specifically so that they could be made without a need to breathe(Type: Respirator). This is also incredibly bad. Its probably the single most Tumblr OC thing they do. Saying no to an entire game mechanic is awful. Its also awful for maintainers like me. Normally I can fix shit by just touching the parent, and that fixes it for all species.

To fix it, add the parent. Then delete every component that Shadowkin share with the parent that they do not also modify.

Pending rewrite, saving it now in case I forget. 

Signed-off-by: SixplyDev <[email protected]>
@github-actions github-actions bot added the Changes: Documentation Changes any xml or md files label Jan 14, 2025
Wrote a lore primer for the shadowkin in the guidebook.

Signed-off-by: SixplyDev <[email protected]>
@sleepyyapril
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Do me a solid and just delete shadowkin and everything to do with it

@DEATHB4DEFEAT
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real

@BlueHNT
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BlueHNT commented Jan 14, 2025

They are a cool idea, but a balancing nightmare.

If your race needs like 10 different tools to just deal with them alone, they shouldn't be roundstart.

@SixplyDev
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SixplyDev commented Jan 14, 2025

I have no clue why shadowkin restraints were removed from the secfab, I'll need to re-add those. I'm removing their invisibility ability (for now) until that can be reworked. They're my favorite species from SS13 but they were horrendously botched here.

@SixplyDev
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Decided to just remove DarkSwap from Shadowkin instead of everyone as a whole. Will make a separate PR to review DarkSwap.

@SixplyDev
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I'll be removing DarkSwap from this PR and moving it to a separate PR. I'll make a new comment when the changelog is updated to reflect this.

Added the biology section of the shadowkin guidebook.

Signed-off-by: SixplyDev <[email protected]>
@sleepyyapril
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sleepyyapril commented Jan 15, 2025

I have no clue why shadowkin restraints were removed from the secfab, I'll need to re-add those. I'm removing their invisibility ability (for now) until that can be reworked. They're my favorite species from SS13 but they were horrendously botched here.

This is why I'm genuinely requesting a removal of all things shadowkin. They added a lot of unnecessary and unbalanced things. It can be re-added in a better way later.

Added the unique language section of the shadowkin guidebook, updated formatting, and added another tidbit in biology.

Signed-off-by: SixplyDev <[email protected]>
There is now only male and female shadowkin as is in their lore.

Signed-off-by: SixplyDev <[email protected]>
@SixplyDev
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I have no clue why shadowkin restraints were removed from the secfab, I'll need to re-add those. I'm removing their invisibility ability (for now) until that can be reworked. They're my favorite species from SS13 but they were horrendously botched here.

This is why I'm genuinely requesting a removal of all things shadowkin. They added a lot of unnecessary and unbalanced things. It can be re-added in a better way later.

Yep the intent here is to bring them a lot closer to the baseline rather than being super duper special furry oc like they were before. I'm not a coder so the rework of the other things are going to take a bit as I strugglebus my way though it.

Shadowkin have been added to the species guidebook list.

Signed-off-by: SixplyDev <[email protected]>
Removed the dummy part from the entity tag, added it back just so I don't throw any errors or flags.

Signed-off-by: SixplyDev <[email protected]>
@SixplyDev
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For all curious, here's the shadowkin lore document. Best viewed on a PC. I wrote it entirely from scratch & it will be replacing old shadowkin lore.
https://docs.google.com/document/d/13c14bGs2Jb8PMr0g10IGu-Q-AL8RKqWVBIKgTQ0R_mc/edit?usp=sharing

Shadowkin misc. notes and species traits sections have been filled in.

Signed-off-by: SixplyDev <[email protected]>
DarkSwap revamp will be its own PR, not for this PR. 

Signed-off-by: SixplyDev <[email protected]>
Shadowkin no longer get darkswap as an innate psionic ability.

Signed-off-by: SixplyDev <[email protected]>
@SixplyDev
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Forgot to add on the DarkSwap removal that they also now gib at 300 damage instead of 400, this is to further reinforce their glass cannon build & weak structure.

Shadowkin have been given the BaseMobSpeciesOrganic parent to fix previous issues.

Signed-off-by: SixplyDev <[email protected]>
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