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.
Dice bags will now give you a shuffle of 7 dice from a list of all dice (d1, d2, d4, d6, d8, d10, d12, d20, d100)
Moves dice bags from firstaid.dm to dice.dm
The current code for runes is god-awful. Like, seriously terrible. This PR aims to fix that. Rather than having every rune effect defined in a single attack_hand proc, this PR will separate the runes into subtypes, which supports for more modular runes as well as cleans up the code.
It also separates invocation into a two different procs. The first of these will determine if the rune can be invoked; if that passes, the second will cause the rune's effects. There is also a third proc that will cause effects if the rune fails to invoke.
Research words have been removed, and all runes are now available from the start of the round. This is highly subject to change once some feedback is in from actual cult rounds.
Miscellaneous tweaks:
Blood boil runes now explode when used
Convert runes can now work solo, but take time
Armor runes now only provide the basic armor set
Tomes now do a static 15 burn damage and play a sound
If the Escape objective is rolled, the amount of people that must escape will scale with the round population to a factor of 5 (i.e. 50 players = 10 cultists)