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.
Removes veil render from wizards: Singularities at round start isn't fair to anyone. People who want to go meme wizard get options to meme with but this is just ridiculous.
Folds Mjolnir and Singularity hammer into the offensive category to remove the weapons category.
Doesn't touch multiverse sword war, which is pretty damn silly, but at least a unique experience.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Fixes runtimes with chem grenade calling prime() after being GC'd.
Fixes some hardsuits having "unacidable = 1" twice.
Fixes runtime with alien whisper.
Fixes runtime with check_shields()
Fixes runtime with Venom, Formaldehyde, corn syrup and holy water.
Fixes cult sacrifice soulstoning not working (giving a dead shade).
The spell "Charge" is now selectable for a cost of 2 in the spellbook
The spellbook's category system has been reworked to help deal with the huge scroll bars it previously had and help identify to wizards what needs spells and items serve.
The new categories are:
Offensive:
Fireball
Disintegrate
Blind
Mutate
Flesh to Stone
Lightning Bolt
Curse of the Barnyard
Staff of Change
Staff of Chaos
Defensive:
Magic Missile
Disable Tech
Repulse
Stop Time
Smoke
Forcewall
Bind Soul
Staff of Healing
Scrying Orb
Wand Assortment
Armor Set
Mobility:
Mind Transfer
Blink
Teleport
Ethereal Jaunt
Knock
Staff of Door Creation
Assistance:
Instant Summons
Charge
Staff of Animation
Soul Stone Shards + Artificer
Necromantic Stone
Apprentice Contract
Bottle of Blood
Fixes an unreported bug where targeting your mouth with a staff of healing allowed self healing through suicide.
Adds an easter egg to clever wizards who try to charge the spellbook to get more charges.
based on hornygranny and I's testing that one round
this is done with studies to prove this is how you meme it up
improves ragin' mages
makes admins get laid when they use it
This comes with a preset gamemode set to bullshit mode just for badmins who are 2lazy to fuck with the gamemode controller.
Infinity wizards are made.
They spawn in every 50 seconds instead of 150.
The round does not end until badmins end it.
Good luck!