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Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Mon Feb 09, 2015 10:51 pm
by Xhuis

Bottom post of the previous page:

Hellafied wrote:Holy fuck i love this idea. I just imagine Safe zones with flashlight everywhere. God its like the first Alien movie. I cant wait to see this happen. But i think you could maby make it where sunglasses make it take slightly less damage in the light? and it should be able to pry open doors once it has evolved.
Prying open doors can be done, but not the sunglasses. Evolved shadowlings have undroppable but protective armor (similar to adamantine golems) and their skin is sensitive to the light.

On a more general note: I've been hard at work with this. Currently I'm trying to get the antagonist flags to work - if I can do that, the gamemode will be in a workable state.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 1:43 am
by Bombadil
Xhuis wrote:
Hellafied wrote:Holy fuck i love this idea. I just imagine Safe zones with flashlight everywhere. God its like the first Alien movie. I cant wait to see this happen. But i think you could maby make it where sunglasses make it take slightly less damage in the light? and it should be able to pry open doors once it has evolved.
Prying open doors can be done, but not the sunglasses. Evolved shadowlings have undroppable but protective armor (similar to adamantine golems) and their skin is sensitive to the light.

On a more general note: I've been hard at work with this. Currently I'm trying to get the antagonist flags to work - if I can do that, the gamemode will be in a workable state.

I VOLUNTEER FOR TESTING!

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 2:02 am
by Hellafied
Bombadil wrote:
Spoiler:
Xhuis wrote:
Hellafied wrote:Holy fuck i love this idea. I just imagine Safe zones with flashlight everywhere. God its like the first Alien movie. I cant wait to see this happen. But i think you could maby make it where sunglasses make it take slightly less damage in the light? and it should be able to pry open doors once it has evolved.
Prying open doors can be done, but not the sunglasses. Evolved shadowlings have undroppable but protective armor (similar to adamantine golems) and their skin is sensitive to the light.

On a more general note: I've been hard at work with this. Currently I'm trying to get the antagonist flags to work - if I can do that, the gamemode will be in a workable state.

I VOLUNTEER FOR TESTING!
I second that.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 2:04 am
by Xhuis
Haha, I'll see what I can do. Generally it doesn't seem like it'll be hard to do but if the admins agree to have a few trial runs on one of the servers then we can see (I honestly don't see a server hosted by myself working out well).

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 2:05 am
by Jacough
How would this work for an ability?
Consuming void: while on a pitch black or near pitch black tile the shadowling has the ability to turn into a black hole in the floor. Anyone that touches it gets stuck in it and the shadowling starts devouring them, dealing about 15 damage every 5 seconds. The shadowling can move around while in this form so it could lurk in the shadows, snatch an unsuspecting assistant, and drag its poor hapless victim flailing and screaming into a maint shaft, never to be seen again. It does have some limitations though. A powerful light source such as a flare can disrupt the power, forcing the shadowling back into its normal form and freeing its victim. This won't work with PDAs or lighters though

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 2:25 am
by AnonymousNow
Xhuis wrote:Haha, I'll see what I can do. Generally it doesn't seem like it'll be hard to do but if the admins agree to have a few trial runs on one of the servers then we can see (I honestly don't see a server hosted by myself working out well).
I don't see there being any issues with getting it onto a server for a trial run. Bigger changes have been put up for trials with far less care recently, after all.

Looking forward to this.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 3:37 am
by mikecari
Violaceus wrote:Make shadowling able to create dense darkness walls, however they vanish if someone brings light.
....So they're pretty much useless? Literally every crew member has a flashlight built into their PDA.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 4:00 am
by Steelpoint
Testing won't be that hard to do. If its made a full game mode in game it can be made the mode for the round by a admin, also it should be possible for a admin to turn someone into a Shadowling.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 4:21 am
by Jacough
mikecari wrote:
Violaceus wrote:Make shadowling able to create dense darkness walls, however they vanish if someone brings light.
....So they're pretty much useless? Literally every crew member has a flashlight built into their PDA.
Maybe give it the ability to knock out electronic light sources? Also make it cause flashlights and shit to flicker and spark a couple of times before burning out and becoming useless for maximum spookyness. As far as just shoving a lit lighter in your pocket, the ability would just blow it out. Aside from flares and fires the crew would have to create torches (jumpsuit+rod+alcohol) that would burn out after several minutes to counteract it

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 9:45 am
by DemonFiren
Torches, I think, are wood plus...uh. Lettuce?

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 5:24 pm
by Fragnostic
Kinda off topic, but lit lighters should set the user on fire. They are kinda OP since you have something to ignite a flammable object with at all times in your pocket. Hell, I filled a backpack watertank with 50-50 pepperspray-welding fuel and had lit lighters in my pocket and I killed fuckboys easy.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Feb 10, 2015 8:41 pm
by deathhoof
Lighters are for babies. Use a welder or an esword, it will light the enemy on fire if they are covered in flammable fluid but will also do a lot of damage.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Wed Feb 11, 2015 12:11 am
by Hellafied
Jacough wrote: Aside from flares and fires the crew would have to create torches (jumpsuit+rod+alcohol) that would burn out after several minutes to counteract it
I like this idea, make be able to use things with different burn times, paper being a minute? bed sheet being five? Maby wood planks to as ten?

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Wed Feb 11, 2015 3:24 am
by Xhuis
I don't see the point in adding tons of light sources just for one gamemode. Torches are already in the game, so that's out of the question. The main defense against shadowlings is weaponized light, i.e. flashbangs and lasers. Of course, they also take more burn damage. Some light sources will not be extinguished by the shadowling's ability that does so; namely, non-mechanical ones (like flares).

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Wed Feb 11, 2015 10:34 am
by Steelpoint
I think the Shadowling simply slowing losing health while in light is a fair counter.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Wed Feb 11, 2015 10:35 am
by DemonFiren
So, in short, any light source that is ridiculously weak or burns out on its own the lings can't do jack against. Seems fair.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Wed Feb 11, 2015 10:42 pm
by deathhoof
Is anyone actually coding this?

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Mar 10, 2015 10:32 am
by DemonFiren
Wasn't that obvious?

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Wed Mar 25, 2015 11:14 pm
by PKPenguin321
hey guys, just an update, check this out

xhuis has said in his PR that he's in the bug testing and fixing stage of development, meaning it's very nearly done
get hyped

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Mar 28, 2015 7:21 pm
by Drynwyn
HYPEtrain is engaged, leaving the station.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Mar 28, 2015 7:31 pm
by Xhuis
get haip ( ͡°╭͜ʖ╮͡° )
also, hate to dampen your spirits, but there's a pretty big amount of stuff that i still need to do

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Mar 28, 2015 9:00 pm
by Drynwyn
Xhuis wrote:get haip ( ͡°╭͜ʖ╮͡° )
also, hate to dampen your spirits, but there's a pretty big amount of stuff that i still need to do
damnit Xhuis, there are no brakes on the HYPETRAIN

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 2:13 am
by PKPenguin321

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 3:52 pm
by Miauw
IDS HABBEDING

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 3:52 pm
by Xhuis
shadowling has been merged

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 3:56 pm
by Steelpoint
> the one time in history that someone's suggestion for a game mode is actually created

Bravo. Now to wait for people to decry it as being too powerful. Great work though.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 4:18 pm
by Steelpoint
Minor feedback but I still think the biggest problem that people will bring up is not being able to easily distinguish between tiles that are lit and those that are not.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 5:10 pm
by hanshansenhansson
Biggest problem I see is everyone having a night vision after 10 minutes, removing a lot of the spooky

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 6:20 pm
by Drynwyn
Xhuis wrote:shadowling has been merged
/TG/ gets shit done

What weight is the game-mode set to?

Also: Edited wiki page to remove "not in game" flag.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 8:12 pm
by Xhuis
Shadowling is set to weight 2 (same as nuke op, cult, and rev)

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 9:11 pm
by Luke Cox
Can all professions spawn as shadowling, or is it restricted like other antags (no captain/security)?

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 9:17 pm
by Xhuis
Luke Cox wrote:Can all professions spawn as shadowling, or is it restricted like other antags (no captain/security)?
Depends on the config.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 9:19 pm
by Ikarrus
Xhuis wrote:Shadowling is set to weight 2 (same as nuke op, cult, and rev)
I've asked MSO to set it to 0 just until we can run a couple of rounds to make sure it won't break the game.

But no, you have the round probabilities all wrong. We don't use the default values. They are currently:

blob = 5
changeling = 1
traitorchan = 9
double_agents = 3
traitor = 9
cult = 3
extended = 1
gang = 1
malfunction = 3
meteor = 0
monkey = 0
nuclear = 6
revolution = 3
sandbox = 0
raginmages = 0
wizard = 6

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 9:33 pm
by Xhuis
Ikarrus wrote:xhuis is a shitlord who doesn't know anything
All righto, sorry that I was mistaken about that.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 9:42 pm
by Ikarrus
No worries, but the information will help when it comes time to decide what weight it should have.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sat Apr 11, 2015 10:22 pm
by Alex Crimson
Finally got merged huh? Well thats great, i guess. Still have my reservations about the game mode, but ill look forward to giving it a shot.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sun Apr 12, 2015 7:44 am
by Tokiko2
This mode is very nice, but it's sadly for 30+ players only. Have you considered adding some kind of scaling to make it playable on lower pops aswell?

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sun Apr 12, 2015 7:50 am
by Remie Richards
At 20 pop Basil loved their first round.
:+1:

Look into scaling it for Basiltier pop, we shouldn't have to force the mode to play it.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sun Apr 12, 2015 8:30 am
by MisterPerson
I'm going to move this to feedback now that it's been merged.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sun Apr 12, 2015 9:08 am
by Steelpoint
I noticed that admin spawned shadowlings can't enthral.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sun Apr 12, 2015 10:36 am
by Tsaricide
Just finished a 1:30 round with 30 pop and a few suggestions

1.Give enthralled people an icon because it's really hard to keep track of 10+ people.

2.Remove simple mobs from the enthralled list, can't actually convert them but they show up in the menu and reset the CD if you pick them.

Pretty fun gametype, killed three deathsquads all at once with the final freeze ability. Maybe lower the required amount to 10? And what happens if a shadowling tries to enthrall someone enthralled by a different ling?

Edit: Also I don't think Veil turns off pda lights, don't know if that's intended.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Sun Apr 12, 2015 11:16 am
by Miauw
Also, enthralled people could use some minor night vision.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Mon Apr 13, 2015 7:31 pm
by Stickymayhem
Can we get a separate feedback thread.

Anyway

1. Thralls should be shadow people. They can cover themselves in clothing to hide it at a glance. If this is too harsh, then making their eyes red would be a neat solution that could be covered up.
2. Thralls need nightvision
3. There should be a cap on the number of people who can be converted while the shadowling is in it's human form to prevent straight rev tactics

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Mon Apr 13, 2015 7:39 pm
by Remie Richards
Stickymayhem wrote:Can we get a separate feedback thread.

Anyway

1. Thralls should be shadow people. They can cover themselves in clothing to hide it at a glance. If this is too harsh, then making their eyes red would be a neat solution that could be covered up.
2. Thralls need nightvision
3. There should be a cap on the number of people who can be converted while the shadowling is in it's human form to prevent straight rev tactics
Said cap would HAVE to be higher than the required amount for the shadowling to ascend.
Otherwise the gamemode literally breaks.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Mon Apr 13, 2015 7:48 pm
by Incoming
It'd be cool if mutant races with light mechanics (shadows and potatoes) could [partially] negate their benefits/drawbacks by wearing clothing with a lot of coverage. We DO have flags for coverage. So a shadowling could walk around in light more comfortably so long as itwas in an outfit that covered most/all of its skin from the light and a potato person would heal better if they exposed more flesh.

Might be resource intensive though, also it'd need to be balanced obviously.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Mon Apr 13, 2015 7:53 pm
by Stickymayhem
Remie Richards wrote:
Stickymayhem wrote:Can we get a separate feedback thread.

Anyway

1. Thralls should be shadow people. They can cover themselves in clothing to hide it at a glance. If this is too harsh, then making their eyes red would be a neat solution that could be covered up.
2. Thralls need nightvision
3. There should be a cap on the number of people who can be converted while the shadowling is in it's human form to prevent straight rev tactics
Said cap would HAVE to be higher than the required amount for the shadowling to ascend.
Otherwise the gamemode literally breaks.
I said in their human form.

So they have to go shadowling form before they convert the entire station.

A cap of two or three thralls would be fine, then the cap gets lifted when they turn into the shadowbeast

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Mon Apr 13, 2015 10:57 pm
by Not-Dorsidarf
human form -> Hatched form -> Hiroshima form

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Apr 14, 2015 6:44 pm
by Xhuis
I will introduce a cap on the amount of thralls the shadowlings can have before they hatched.
I may give thralls a unique sprite/race, but night vision is impossible. I have tried everything and there is no way short of forcing them to wear a nodrop item.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Apr 14, 2015 7:16 pm
by Alex Crimson
I still think the Shadowlings abilities are way too overgeared for an antag that can create an army of undetectable thralls. Why not make thralls some kind of black husk/zombie with night vision? They can attack and heal in darkness but cannot use weapons or change their gear.

At the very least make it possible to detect thralls.

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Apr 14, 2015 7:55 pm
by Stickymayhem
Xhuis wrote:I will introduce a cap on the amount of thralls the shadowlings can have before they hatched.
I may give thralls a unique sprite/race, but night vision is impossible. I have tried everything and there is no way short of forcing them to wear a nodrop item.
There is a bugged nightvision spell. Maybe ask someone to help fix it?

Re: Shadowlings (Gamemode suggestion/replacement)

Posted: Tue Apr 14, 2015 9:23 pm
by Incoming
It's in the statue mob, and last I checked it wasn't bugged.

But yeah intrinsic effects are far preferable to extrinsic stuff you have to wear because while nodrop is the shit, it can't protect against every possible case. Look to golems for a success story on making cumbersome extrinsic effects intrinsic.