[MIRROR] Ancient Milsim (very late) Anniversary Update #5269
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Original PR: NovaSector/NovaSector#4704
About The Pull Request
So uh.
It's now a year old!
A year and a month actually, goddammit. I forgot 💀.
Some accommodations to make it actually possible for bitrunners to defend themselves have been added. Some scattered sandbags, landmines and barricade kits got added to the MilSim's inflatable tent area.
SNPCs, however, got themselves a brand new fully automatic emplacement heavy machine gun; also acquirable from the new option of the DLC disk.
Mentioning those, there's now three new loadouts; and most of the existing loadouts have been reworked to either do entirely new things (such as the Mechanic now, instead, getting a set of tools and infinite cable coils - hopefully becoming a good actual mechanic; and synth medic thanks to the medHUD) with their old behaviors shifted to other loadouts.
Loadouts themselves now include a short rundown on their contents, mainly the main dispensed item, repeatedly dispensed items, and its HUD/sensory package.
Cybersun Counter-Bitrunners/SNPCs now get a unique 'spell'/perk, that allows them to ignore casted spells. As a bonus, if you were to spawn not as yourself, you won't inherit your bitrunning name, instead getting a random one.
A new item has been added to the third tier item disk, the 'Domain Connection Anchor' that, when used in hand, sets a new spawnpoint for Nanotrasen bitrunners, and replenishes a single attempt - allowing them to respawn after death once again, in a location the device got used in.
Fixes Scream For Me not working due to the previously existing REQUIRE_WIZARD_GARB (or something I forgot) flag. Which is now gone.
Reshuffles some of the abilities/items for better accordance with whatever I had in mind.
How This Contributes To The Nova Sector Roleplay Experience
Keeping the content fresh is good! I'd hope that all the new DLC loadouts would make the in-domain combat close to Black Mesa-esque prolonged two-sided sieges, -which are very good-.
Bitrunners had nearly-nothing to defend themselves with, being an incredibly easy target for counter-attacks in Ancient MilSim. This should alleviate that at least partially.
Similarly, *counter-*bitrunners also had no way of protecting themselves from awfully geared bitrunners, being steamrolled in their tight corridors with Forcewalls. I'd hope that'll make runners more eager to change their tactics and act quickly; instead of being incredibly lenient with slown encroaching wall of indestructibility. (Which is not really fun.)
Allowing bitrunners to respawn lowers the skill ceiling, even if requiring a rather hefty price (accounting for the point increase too), and makes it more newbie-friendly.
Proof of Testing
Screenshots/Videos
Screenshots above duh!!!!!Changelog
🆑 Stalkeros
add: Three new Ancient MilSim DLC loadouts have been added. Go try them all!
qol: Ancient MilSim DLC loadouts now show the general rundown of their abilities in the crate name, consequently the spawner beacon too.
balance: In general, it should be easier for bitrunners to defend themselves in Ancient MilSim, thanks to numerous scattered barricades and landmines.
balance: In general, it should also be easier for SNPCs to defend themselves in Ancient MilSim, too, thanks to the fully automatic mounted machine gun.
balance: Similarly vague item/spell reshuffle has been done for bitrunning disks and abilities.
fix: Scream For Me can now actually be used.
qol: If you are to select a random name as a Syndicate Assault ghost role, -Cybersun Counter-Bitrunner-, you'll get a random bitrunning alias instead of your own.
balance: Cybersun Counter-Bitrunners can become immune to spells, on demand.
code: General code cleanup of several Ancient MilSim-related things.
/:cl: