Fixes cult input exploits.
Adds two new sexy animations by Joan for the Nar-sie shell.
Fixes the Nar-sie shell layer.
Fixes the shell not being deleted after a successful summoning.
Fixes using teleport/summon cultist runes to/from away missions.
Fixes#13692
Nerfs the shit out of lexorin jelly's oxygen damage(two-hit crit, holy shit)
Blobbernaut chem attack is baaaaaack, but less absolutely insane this time; blobbernauts with an overmind will do 70% of the normal chem damage(plus 4) and attack at a much slower rate than the blob itself can. (So a blobbernaut with the ripping tendrils overmind would do 15 brute and 10 stamina damage)
Full list of blobbernaut hits to kill/stun, assuming no attempts to escape, armor, or bio protection;
Ripping Tendrils; 7, stun at 5
Reactive Gelatin; 5 to 10, Average of 7(not 7.5)
Energized Fibers; 10, stun at 5
Boiling Oil; 6
Sorium; 7, assuming no nearby objects
Envenomed Filaments; 7, stun at 5
Lexorin Jelly(after nerf), 4
Cryogenic Liquid; 9, stun at 7
Dark Matter; 7, assuming no nearby objects
Hallucinogenic Nectar; 8
Pressurized Slime; 7, stun at 5
SLIP BLOB, DAMAGE IT AND IT SLIPS YOU
ENERGIZED BLOB, IT DOES STAMINA DAMAGE AND STUNS YOU EVENTUALLY ALSO DISABLERS HEAL IT
DRUG BLOB, IT MAKES YOUR INTERFACE TERRIBLE AND DOES TOXIN DAMAGE
REACTIVE BLOB, HIT IT WITH BRUTE DAMAGE GET HIT BACK
Cult is awful, so let's try to improve it. Idea by KorPhaeron. I also
took some inspiration from adrix89's sacrifice cult, so credits to him.
Also thanks a lot specially to MrPerson and Iamgoofball for helping
me brainstorm this, and Joan for the sprites for the summoning orb,
the large nar-sie shell, and the new cult antag hud.
Basically, we remove conversion, and turn cult into a magic version of
nuke, with a small team of stealth elite cultists that have to build a
base in the station and sacrifice people in order to build an army of
constructs and get materials to eventually summon Nar-Sie.
Stun talismans and conversion are gone. Nar-Sie is now the only
objective. Sacrifice runes now provide summoning orbs, which you can use
to drop a large shell. Insert enough orbs in the shell and you trigger a
Delta. Defend the shell for 3 minutes and Nar-sie will arise. This shell
is bombproof and singularityproof. It may be summoned up to three times
if destroyed, but you will have to start from the beginning sac-wise.
Runes are now RNG. Each cultist only gets 50% of the runes. Inspiration
is basically The Binding of Isaac here (thank you MrPerson for this!).
Furthermore, many old runes were merged/removed and other new ones were
added. Almost all were massively rebalanced. Cult now also has a
stealthy ritual dagger with high bleeding and throw effects.
Wizard events that spare the wizard should now properly spare apprentices too.
Moves renaming as an apprentice to the end of the spawn proc because the input prompt stops various important things (including the sound meant to inform people they got apprentice) from happening until after it's dealt with.
Restores the "+" for positive quality items in RPG loot. The reason this was changed was already fixed, it just was mistakenly never put back.
any blob can block atmos, the core and nodes now do so
blobs use two different procs for checking health and updating icons instead of one(there's probably a use for this)
the split consciousness verb now requires a node under your selector, instead of checking a global list of nodes and picking the newest(why?)
blobs can no longer take non-brute and burn damage types(I would make toxin do bonus damage but the crew can't apply it anyway)