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Deletes shadowling + Reworks darkspawn #20581
Deletes shadowling + Reworks darkspawn #20581
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slings are already are non functional |
Sad to see one antag go, but in honesty there were like 3 antags that were based on hiding from the dark. I like the 3 classes for this and its getting a rework so all happy days. |
Could be cool! The main issue with shadowling (they work fine) is that there's an issue with their veil not turning of light sources inside people's pockets & attachments, essentially making them unable to turn off lights. As long as they have a light eater or something that can physically destroy it you're all good. |
no longer an issue, ported light eater component and element from tg, now the light eater actually eats all lights |
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code/modules/mob/living/carbon/human/species_types/shadowpeople.dm
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im tired boss
I'm sorta making this PR to keep myself on-track, it's gonna be drafted for a LONG time
based on this
https://forums.yogstation.net/threads/shadowling-darkspawn-rework-feedback.25356/
https://docs.google.com/spreadsheets/d/e/2PACX-1vRU_pRKRM7TOiPzkkW6_vtN6ZULNge_GgmxQxiTKnsCvvAuHKmsuhwXk3cKwZwtGQrwX2yxRMnc7ykd/pubhtml
Document the changes in your pull request
Why is this good for the game?
Having two mediocre darkness antags instead of one genuinely good one is kinda rough
especially when they can roll back to back
The modularity should make it easier to maintain in the future
Lets people pick what sort of playstyle they want when they roll the antag
Testing
Ongoing
Wiki Documentation
Delete shadowlings entirely, weeks days updating the darkspawn one
Additional thanks:
RG4, Cuackles, Sol, Slicerv, Skrem, Cowbot
🆑 Flikr, Mqiib, Cryphia, Chubbygummibear, Moltijoe
rscadd: Adds new darkspawns (very different)
rscdel: Removes shadowlings from the codebase
rscdel: Deletes old darkspawns
imageadd: add icons for new darkspawns
wip: Darkspawn balance is ongoing, please leave feedback in the discord
/:cl: