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Re: CLONING REMOVAL FEEDBACK
Posted: Tue Feb 04, 2020 11:17 pm
by Cobby
Bottom post of the previous page:
when they are alive they get processed like every other reagent, toxins specifically getting btfo'd by the liver at a threshold.
formaldehyde to my knowledge doesn't husk a corpse and it's a trash poison if you plan on using it as such.
Re: CLONING REMOVAL FEEDBACK
Posted: Tue Feb 04, 2020 11:57 pm
by Sheodir
Cobby wrote:when they are alive they get processed like every other reagent, toxins specifically getting btfo'd by the liver at a threshold.
formaldehyde to my knowledge doesn't husk a corpse and it's a trash poison if you plan on using it as such.
I've distinctly twice now saw formaldehyde husking someone when injected over a certain threshold, it was like two syringefuls or so
I'm not crazy
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 12:36 am
by skoglol
Sheodir wrote:I'm not crazy
You are crazy.
Formaldehyde and histamine does all the other damage types but burn, the only one able to husk you.
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 12:58 am
by Sheodir
skoglol wrote:Sheodir wrote:I'm not crazy
You are crazy.
Formaldehyde and histamine does all the other damage types but burn, the only one able to husk you.
I'm trying to think what happened but am not gonna derail the thread
DM me your theories no they weren't on fire or in space
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 3:01 am
by Taraiph
Sheodir wrote:
I consider basically husking the corpse the overdose. However, the fact the reagent never ticks down is new to me. I use the analyzer on corpses a little after bringing them to Medbay and the formaldehyde is usually missing from the chems list. Are you sure they're not processed or lost somehow? Are they phased out when the patient is revived?
In a sense, yes. Very, very low toxin doses get obliterated by your liver effectively instantly. Since formaldehyde is a toxin that just so happens to be decent at keeping your organs from turning into even more of a worthless slurry than they already are a mere six seconds after you die, it leaves the body pretty quickly. Of course, if you aren't using a dropper to increment two units of formaldehyde into your patient then they will probably die of histamine poisoning mere seconds after revival.
At any rate, I've kinda given up on trying to explain my end to the brick wall. Just let me know when you're porting baymed so I can get in on the ground floor.
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 4:00 pm
by NecromancerAnne
I just wanna say, this has made saving plasmamen that much harder as any role in medical. If at the very least it's definitely made plasmamen that much more difficult to survive as on the station since there isn't actually even a last resort method to revive them sort of body transplants.
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 4:18 pm
by Sheodir
NecromancerAnne wrote:I just wanna say, this has made saving plasmamen that much harder as any role in medical. If at the very least it's definitely made plasmamen that much more difficult to survive as on the station since there isn't actually even a last resort method to revive them sort of body transplants.
The most common plasmeme revival still works
Shower, open em up, plop a heart and defib
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 4:21 pm
by Super Aggro Crag
NecromancerAnne wrote:I just wanna say, this has made saving plasmamen that much harder as any role in medical. If at the very least it's definitely made plasmamen that much more difficult to survive as on the station since there isn't actually even a last resort method to revive them sort of body transplants.
The revival surgery works if you dehusk them and repair their wounds on a stasis bed because they dont burst into treats on a stasis bed
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 5:31 pm
by Tlaltecuhtli
you just need to stick a heart in the plasmaman and defib
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 5:34 pm
by Copybass
Had a really fucked up round last night on Manuel where a muderboning lingtraitor killed me almost immediately into a round. I was a traitor myself, so I waited through being husked and recovered as my body was taken to medbay for repairs. They didn't dehusk me, and rather took my brain out to put into a new body. My brain however, didn't move my soul, so my soul remained in the husked body unable to be used, and they created a catatonic body with my brain in it, leaving me and another husked player to give up and find ghost roles.
Now I'm assuming this was a bug, but this took around 30 minutes of medbay running around, getting the monkey people, and they had no idea that the brain was buggy or otherwise, and I assume they simply thought I ghosted on them when they attempted the brain swap. It was absolutely pain for those of us in dchat, and it was absolutely pain for the medbay players who had to waste their time doing it, since it happened to at least two separate players in the round - meaning they were much less likely to attempt to save any other husks, assuming they would all be the same situation.
If this isn't a bug, and husking means brains are unusable for brain swaps, there REALLY needs to be some documentation immediately for all of this and for how to properly be a doctor in the new climate, not just on wiki but also in game for examinations (A la new deconstruction, etc) because far as I'm concerned I lost a traitor round to it. A week ago I'd have been tossed into cloning, had a short period of waiting for cloning and been able to get back to my objectives, since the crew would have had no idea I was possibly a traitor at that point.
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 5:50 pm
by skoglol
Changeling suck makes you not viable for revival, that part is intentional and was like that before cloning removal as well. You get ling succed? You're out, permanently.
Should probably just replace the brain organ with a dried out/shrunk one though to make it more clear to doctors as they extract it.
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 5:58 pm
by Arathian
Upgraded cloner could fix succ'd individuals I believe. Might have been at least tier 3 though.
Someone correct me if I am wrong. I am not 100% on it.
The equivalent in this new system would be a higher level chemical to fix the brain.
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 6:05 pm
by skoglol
You are wrong.
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 6:09 pm
by Dr_bee
skoglol wrote:Changeling suck makes you not viable for revival, that part is intentional and was like that before cloning removal as well. You get ling succed? You're out, permanently.
Should probably just replace the brain organ with a dried out/shrunk one though to make it more clear to doctors as they extract it.
There actually is a way around it using the alien tech necrotic revival surgery. you zombie revive them then rip the zombie tumor out of their brains. It makes them walking husks but is overall so rare to be able to do and actually pretty fucking cool that it shouldnt be bugfixed.
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 6:53 pm
by Copybass
skoglol wrote:Changeling suck makes you not viable for revival, that part is intentional and was like that before cloning removal as well. You get ling succed? You're out, permanently.
Should probably just replace the brain organ with a dried out/shrunk one though to make it more clear to doctors as they extract it.
Huh, I coulda sworn I've cloned people who were succed before after cutting brains out, I thought for that reason that succ wasn't a round-ender anymore - They mus'tve just been other husk types I always cloned. But yeah, anything to make it more obvious to doctors so they can just move it all right to the morgue. Swap "I'd have been cloned within minutes" with "I'd have been tossed in the body pile of unclonables within minutes"
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 8:14 pm
by Tlaltecuhtli
upgraded cloning could clone ling'd people
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 8:54 pm
by Anonmare
skoglol wrote:You are wrong.
Afraid you're wrong this time Skogol, maxed out cloners could absolutely clone ling victims.
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 05, 2020 10:01 pm
by Nabski
I think if this had gone before wound tending and stasis beds, it would have been too much.
Get noticed in 2 minutes after death and you can make it back into the round pretty often. Lay there for more than 5 and people have to jump through hoops.
I haven't been playing doctor but appreciate all the people that currently are. You're all actively doing work.
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 12:14 am
by Arathian
Anonmare wrote:skoglol wrote:You are wrong.
Afraid you're wrong this time Skogol, maxed out cloners could absolutely clone ling victims.
Yeah, I am not crazy. t3+ cloners could revive everyone, including succ'd, braindamaged, husked etc
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 12:32 am
by skoglol
Just another reason cloning should have gone then. I cant imagine that was intentional, and it was likely a byproduct of husks being cloneable at t4.
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 12:32 am
by JJRcop
Copybass wrote:Had a really fucked up round last night on Manuel where a muderboning lingtraitor killed me almost immediately into a round. I was a traitor myself, so I waited through being husked and recovered as my body was taken to medbay for repairs. They didn't dehusk me, and rather took my brain out to put into a new body. My brain however, didn't move my soul, so my soul remained in the husked body unable to be used, and they created a catatonic body with my brain in it, leaving me and another husked player to give up and find ghost roles.
Now I'm assuming this was a bug, but this took around 30 minutes of medbay running around, getting the monkey people, and they had no idea that the brain was buggy or otherwise, and I assume they simply thought I ghosted on them when they attempted the brain swap. It was absolutely pain for those of us in dchat, and it was absolutely pain for the medbay players who had to waste their time doing it, since it happened to at least two separate players in the round - meaning they were much less likely to attempt to save any other husks, assuming they would all be the same situation.
...
skoglol wrote:Changeling suck makes you not viable for revival, that part is intentional and was like that before cloning removal as well. You get ling succed? You're out, permanently.
Should probably just replace the brain organ with a dried out/shrunk one though to make it more clear to doctors as they extract it.
This is certainly a bug.
Code: Select all
[19:10:12] Runtime in brain_item.dm,88: bad index
proc name: transfer identity (/obj/item/organ/brain/proc/transfer_identity)
usr: JJRcop/(Taryn Summy)
usr.loc: (Medbay Treatment Center (134, 109, 2))
src: Scotty Northey\'s brain (/obj/item/organ/brain)
src.loc: null
call stack:
Scotty Northey\'s brain (/obj/item/organ/brain): transfer identity(Scotty Northey (/mob/living/carbon/human))
Scotty Northey\'s brain (/obj/item/organ/brain): Remove(Scotty Northey (/mob/living/carbon/human), 0, 0)
manipulate organs (/datum/surgery_step/manipulate_organs): success(Taryn Summy (/mob/living/carbon/human), Scotty Northey (/mob/living/carbon/human), "head", the hemostat (/obj/item/hemostat), Organ manipulation (/datum/surgery/organ_manipulation), null)
...
fix coming soon
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 3:35 am
by PKPenguin321
skoglol wrote:Just another reason cloning should have gone then. I cant imagine that was intentional, and it was likely a byproduct of husks being cloneable at t4.
i think it was intentional, and quite possibly a holdover from before we had T4 parts
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 6:38 am
by imsxz
this was probably mentioned already but I’d like to see empty cloning and experimental cloning back. I’d be willing to refactor clone code to remove the “shitcode” issues maintainers had with it if the idea got greenlit. It’d give doctors something to level their surgery skills on, harvest organs, and do research dissections on during downtime’s, as well as making the revival of certain extremely unfortunate deaths a lot less aids, probably include permanent side effects and or debuffs to cloned bodies (as opposed to weak traumas/mutations/clone damage which are all cured with simple chems)
also big+1 for the suggestion of less painful solutions for dealing with large piles of dying/dead in medbay, it can get very overwhelming at times
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 9:37 am
by PKPenguin321
A mindswap device would be pretty killer, big machine with two seats that you gotta strap dudes into and lower the dome hats onto em then pull a frankenstein style lever and use a bunch of power and shwoomp, brains get swapped out
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 2:12 pm
by Copybass
PKPenguin321 wrote:A mindswap device would be pretty killer, big machine with two seats that you gotta strap dudes into and lower the dome hats onto em then pull a frankenstein style lever and use a bunch of power and shwoomp, brains get swapped out
Loving the idea that NT technology just keeps regressing further and further into mad science and belief in the soul.
This would be great but of course it would need to include Flime chance for flavor
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 3:10 pm
by Sheodir
Copybass wrote:PKPenguin321 wrote:A mindswap device would be pretty killer, big machine with two seats that you gotta strap dudes into and lower the dome hats onto em then pull a frankenstein style lever and use a bunch of power and shwoomp, brains get swapped out
Loving the idea that NT technology just keeps regressing further and further into mad science and belief in the soul.
This would be great but of course it would need to include Flime chance for flavor
A teeny tiny chance that instead of your friend's mind he's ghosted and a ghost is put into the body with antag objectives.
Unfeasible but funny to think about.
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 3:28 pm
by Grazyn
Speaking of ghosts, there's a way to solve the issue of doctors being frustrated because dead players leave instead of waiting to be revived: pull a ghost when the body is revived, just like cult resurrection
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 3:47 pm
by Sheodir
Grazyn wrote:Speaking of ghosts, there's a way to solve the issue of doctors being frustrated because dead players leave instead of waiting to be revived: pull a ghost when the body is revived, just like cult resurrection
Not sure if that's the best way. I like the "brain scanner" idea, an item that'd ask the ghost if they want to be revived and that lets them know they''ll be revived now. Good way to see if you should bother with the process.
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 5:04 pm
by Dr_bee
imsxz wrote:this was probably mentioned already but I’d like to see empty cloning and experimental cloning back.
It doesnt necessarily need to give the body problems if you just make it use similar resources to regular revival. Having the empty cloner use a significant amount of synthflesh and blood would be a good way to balance it.
The limb printer fully upgraded uses 10 synthflesh per limb, so using the non-upgraded version's costs for body making would be a good baseline.
Re: CLONING REMOVAL FEEDBACK
Posted: Thu Feb 06, 2020 5:31 pm
by Anonmare
Blood and sythflesh aren't paticularly hard to make.
Hell, all you need is 1 drop of blood to get you going and you can clone it an infinite amount of times with unstable mutagen. It would honestly be better if you had to shove raw meat/synth meat into the thing, it's marginally more effort since you can't carry meat in a bag
Re: CLONING REMOVAL FEEDBACK
Posted: Sat Feb 08, 2020 2:21 am
by CDranzer
What if you replaced stasis beds with stasis scanners - visually like sleepers but with stasis and without chem injections and maybe with an advanced scanner built in? That way you can't operate on them while they're stasised but you can still put them on ice.
Maybe make surgery tables cut decay in half or something?
Re: CLONING REMOVAL FEEDBACK
Posted: Sat Feb 08, 2020 2:55 am
by Dr_bee
CDranzer wrote:What if you replaced stasis beds with stasis scanners - visually like sleepers but with stasis and without chem injections and maybe with an advanced scanner built in? That way you can't operate on them while they're stasised but you can still put them on ice.
Maybe make surgery tables cut decay in half or something?
the formaldehyde in epi-pens already stops decay entirely.
Re: CLONING REMOVAL FEEDBACK
Posted: Sat Feb 08, 2020 3:06 am
by Ziiro
Just a heads up, the only reason plasma men get revived at all now is because of stasis beds. If you removed that death by paper cut is perma death because someone would have to have the foresight to build a surgery table under a shower (ps let us build shower heads)
Re: CLONING REMOVAL FEEDBACK
Posted: Sat Feb 08, 2020 7:06 am
by PKPenguin321
I've played a bunch of MD since this change and I'm happy to say that it's actually not bad at all. I do miss empty cloning and the experimental cloner but in terms of how playing medical has changed, I think this has overall been a positive. That said, I did really like the theme of cloning, and I don't think it would have hurt to just put the same restrictions defibbing had onto it, but whatever.
Things I think could use changing:
- Turning monkeys into humans with mutadone is kind of awkward, a machine that does it might be cooler
- Not every map has a cell charger for the defib cells, which is really annoying
- While I do like the progression that surgery has with skill levels and different tiers of tools, it is still kind of boring at times. I've alt tabbed out of boredome during a very long Tend Wounds before because I literally had nothing to do but wait. Not sure how to fix sadly
- I wish there was some incentive to frankenstein people together instead of it being just a meme, I think there's some untapped potential here
- There are often way too many doctors leaving only one or two to do surgery while the others are left to boredom. The way the number of slots scales could be looked at, or surgery could somehow be made to benefit from having multiple people present?
Re: CLONING REMOVAL FEEDBACK
Posted: Sun Feb 09, 2020 3:43 am
by peoplearestrange
I just played a round where a load of security and others got caught in a deadly brawl, and watching medical deal with it as it unfolded was honestly like a medical drama.
We had doctors rushing around saying things like "shit there are no beds left" or "get this one to surgery" and prioritising recently dead patients to resuscitate. Doctors calling for more hands or certain medicines to the chemists.
Most people managed to be revived, some didn't and it actually came off really well. Hearing about someone that wasn't so lucky or didn't make it was actually neat and made you cherish that fact you were one of the lucky ones that made it back to the land of the living.
I do think some maps now need reorganisation of their medbays to properly fit the new flow of work.
So it be like:
Entrance
Emergency room with stasis beds (4 minimum)
Linked to surgery or cyro's
Then next to it a ward with beds with drips and other things for non critical recovery and such.
Re: CLONING REMOVAL FEEDBACK
Posted: Sun Feb 09, 2020 4:08 am
by Shadowflame909
PKPenguin321 wrote:
Things I think could use changing:
- Turning monkeys into humans with mutadone is kind of awkward, a machine that does it might be cooler
We gotta put genetics back into medbay.
Otherwise it's medbay in reverse, where genetics get replaced by a machine. Like how MD's started off useless and only required to operate the sleeper.
Re: CLONING REMOVAL FEEDBACK
Posted: Sun Feb 09, 2020 12:45 pm
by Sheodir
PKPenguin321 wrote:I've played a bunch of MD since this change and I'm happy to say that it's actually not bad at all. I do miss empty cloning and the experimental cloner but in terms of how playing medical has changed, I think this has overall been a positive. That said, I did really like the theme of cloning, and I don't think it would have hurt to just put the same restrictions defibbing had onto it, but whatever.
Things I think could use changing:
- Turning monkeys into humans with mutadone is kind of awkward, a machine that does it might be cooler
- Not every map has a cell charger for the defib cells, which is really annoying
- While I do like the progression that surgery has with skill levels and different tiers of tools, it is still kind of boring at times. I've alt tabbed out of boredome during a very long Tend Wounds before because I literally had nothing to do but wait. Not sure how to fix sadly
- I wish there was some incentive to frankenstein people together instead of it being just a meme, I think there's some untapped potential here
- There are often way too many doctors leaving only one or two to do surgery while the others are left to boredom. The way the number of slots scales could be looked at, or surgery could somehow be made to benefit from having multiple people present?
I don't see why not put cloning back as part of a bigger focus in Genetics since I feel that role needs some tweaking anyway. I think the only thing is taht there should be an appropriate cost to avoid it being used as a way to avoid traditional healing too much, but just having it be on Science is half the work as is.
peoplearestrange wrote:I just played a round where a load of security and others got caught in a deadly brawl, and watching medical deal with it as it unfolded was honestly like a medical drama.
We had doctors rushing around saying things like "shit there are no beds left" or "get this one to surgery" and prioritising recently dead patients to resuscitate. Doctors calling for more hands or certain medicines to the chemists.
Most people managed to be revived, some didn't and it actually came off really well. Hearing about someone that wasn't so lucky or didn't make it was actually neat and made you cherish that fact you were one of the lucky ones that made it back to the land of the living.
I do think some maps now need reorganisation of their medbays to properly fit the new flow of work.
So it be like:
Entrance
Emergency room with stasis beds (4 minimum)
Linked to surgery or cyro's
Then next to it a ward with beds with drips and other things for non critical recovery and such.
Was in this shift yesterday and really felt the lack of properly used space. It wouldn't be that bad in Delta which now has an entire surgery ward, but we really need something like that in all Stations. This shift was in Box I believe.
Re: CLONING REMOVAL FEEDBACK
Posted: Sun Feb 09, 2020 1:58 pm
by peoplearestrange
Sheodir wrote:
Was in this shift yesterday and really felt the lack of properly used space. It wouldn't be that bad in Delta which now has an entire surgery ward, but we really need something like that in all Stations. This shift was in Box I believe.
Yeah thats right. I agree, delta would be fine. And yeah it was Boxstation, which its medical is a little messy given it was sorta tacked on/re-purposed rooms as various parts of medical became popular/new or unpopular etc
Re: CLONING REMOVAL FEEDBACK
Posted: Sun Feb 09, 2020 2:52 pm
by Anonmare
I feel like the mainstay maps just keep adjusting whats already there and struggle to adapt to total redesigns in balance. Like how nanites were just shoved into some out if the way corner in most maps for a while.
Re: CLONING REMOVAL FEEDBACK
Posted: Sun Feb 09, 2020 5:19 pm
by Dr_bee
Slightly related. But Blood cult resurrection rune probably should go now that cloning is gone. Having one side have easy resurrection as well as conversion when the crew only has de-conversion seems counter to the current direction of the games design. Plus it would actually be neat to force people to do revival medicine outside of medbay like in a cult base.
Re: CLONING REMOVAL FEEDBACK
Posted: Mon Feb 10, 2020 12:40 am
by oranges
Anonmare wrote:I feel like the mainstay maps just keep adjusting whats already there and struggle to adapt to total redesigns in balance. Like how nanites were just shoved into some out if the way corner in most maps for a while.
mapping sucks, we have too many maps, as i have expressed many many times over.
Re: CLONING REMOVAL FEEDBACK
Posted: Mon Feb 10, 2020 12:43 am
by NoxVS
oranges wrote:Anonmare wrote:I feel like the mainstay maps just keep adjusting whats already there and struggle to adapt to total redesigns in balance. Like how nanites were just shoved into some out if the way corner in most maps for a while.
mapping sucks, we have too many maps, as i have expressed many many times over.
remove donut and box or pubby then
Re: CLONING REMOVAL FEEDBACK
Posted: Mon Feb 10, 2020 1:53 am
by Cobby
we will if you take them off rot
Re: CLONING REMOVAL FEEDBACK
Posted: Mon Feb 10, 2020 11:21 am
by NecromancerAnne
Dr_bee wrote:Slightly related. But Blood cult resurrection rune probably should go now that cloning is gone. Having one side have easy resurrection as well as conversion when the crew only has de-conversion seems counter to the current direction of the games design. Plus it would actually be neat to force people to do revival medicine outside of medbay like in a cult base.
I mean, it's actually super thematic that blood cult can resurrect the dead. They should just come back as undead and it should take more effort than clicking a rune. I swear the revival rune got buffed out the arse by Robustin at some point so it's now just free revives.
Re: CLONING REMOVAL FEEDBACK
Posted: Mon Feb 10, 2020 10:23 pm
by oranges
make them the zombies that don't have spread
Re: CLONING REMOVAL FEEDBACK
Posted: Tue Feb 11, 2020 12:33 am
by Timonk
You need 3 sacrifices (aka not conversion) to revive 1 cultie 2hich makes it basically only viable 9n robust people or when theres no one to convert
Re: CLONING REMOVAL FEEDBACK
Posted: Tue Feb 11, 2020 7:32 am
by Dr_bee
Timonk wrote:You need 3 sacrifices (aka not conversion) to revive 1 cultie 2hich makes it basically only viable 9n robust people or when theres no one to convert
That is not as hard as youd think it is considering mindshield implants make you insta-sacrifice. If cult really needs a way to resurrect, a special organ implant like a blood crystal heart replacement would be much cooler, and it would use the actual medical system.
Re: CLONING REMOVAL FEEDBACK
Posted: Tue Feb 11, 2020 8:36 am
by Timonk
You still need to kill and sacrifice 3 real human beings
Re: CLONING REMOVAL FEEDBACK
Posted: Tue Feb 11, 2020 8:56 pm
by Anonmare
Timonk wrote:You still need to kill and sacrifice 3 real human beings
Doesn't have to be humans, saccing catatonic/SSD, cyborgs and NPC mobs counts as well
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 12, 2020 12:06 am
by Grazyn
Anonmare wrote:Timonk wrote:You still need to kill and sacrifice 3 real human beings
Doesn't have to be humans, saccing catatonic/SSD, cyborgs and NPC mobs counts as well
Wait so you can sac the cow and two hens in meta garden for a free revive?
Re: CLONING REMOVAL FEEDBACK
Posted: Wed Feb 12, 2020 12:26 am
by Timonk
So the first logical step to toning down the revive rune is making sure the sacced people still have a soul attached