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Brings our heretics up to speed with tg (Knock path and other changes) #615
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## About The Pull Request - This never got updated from the fully heal refactor - Second arg to on research needs to be the heretic datum it's being called on ## Why It's Good For The Game Runtimes ## Changelog :cl: Melbert fix: Ahealing a heretic now properly gives them their heart back /:cl:
…nowledge tree for heretics and adds a rust charge as to not upset the heretic tree (#76720) moves the lion hunters rifle down the heretic knowledge tree for the rust and blade pathes, hopefully making this incredibly rare sight more common to make sure the tree is kept happy, the rust and blade paths can now access the rust charge ability the lion hunters rifle is a really intresting and fun weapon that i have never once seen in game. i imagine many players have learned it has existed but never once seen or touched it themselves. by the time you research it you will be near ascention, so its use would be semi limited, and actually getting the ammo for the thing requires its own knowledge, plus its ammo and gun recipe take alot more than most. if its still very rarely seen after this ill touchup the recipe and make it easier rust charge is a normal charge that spreads rust where you go, must be started on rust, deals increased damage to people, and destroys rusted objects
## About The Pull Request - Increases damage modifier to 2 from 1.33, bringing up the Lionhunter's charged shot from 40 to 60 (closer to a mosin) - Increases max range to do a charged shot from 16 to 30 - Increases how far you can use the scope component so you make use of the new max range - Uncharged Lionhunter shots are unchanged (still 30) ## Why It's Good For The Game The Lionhunter is originally described in the blade heretic PR as being able to charge to deal "massively increased damage" but in practice it doesn't seem very potent. The damage increase for charging goes from 30 to 40, which is just barely enough to crit unarmoured targets if you hit someone in the chest or head with every shot, and can't crit armoured targets at all, assuming you even land all chest / head shots and not limb shots at the current max range of 16 Which is also being increased because it has a scope component that is fairly unhelpful because it only gives you an extra 2 tiles of range and was much longer before scopes were changed With the damage increase you should be able to fairly reliably crit armoured targets like sec officers with 3 shots and regular crew in 2, but with the ammo capacity its not enough to kill a target outright. So blade heretics will have a more potent weapon this far up the tree, but from testing shouldn't be too SILLY
…ing them drawing influences (#76878) There is no longer a 50% chance of catching a heretic out when examining them drawing influences. > There is no longer a 50% chance of catching a heretic out when examining them drawing influences This is a bad thing for several reasons. 1. It means the heretic will most often be caught out at the very start of the shift, when they are weakest and most vulnerable. Heretics already have it hard enough, adding yet another source of stress is undue. 2. It has no effective counter. What are you going to do? Not draw any influences? That shouldn't be the 'counter'. The influence drawing period is meant to parallel the crew prepping period, the traitor rep-collecting period, etc. 3. In a way, it's more blatant than Codex Cicatrix drawing. Codexi show up as a normal item in your hand. This instead shows a huge flashing glowing neon rainbow text that says THIS IS A HERETIC. SHRIEK IN RADIO AND VALID. 4. It's badly designed, and can be manipulated way too easily to always show. Examine a target thrice and you're pretty much guaranteed to see if they are indeed drawing or not. You can just keep rolling the 50% chance. 5. It feels random and unfair for the heretic to die to it. I've seen this happen and it sucks. There's no sign for heretics that they have a risk of being found out when examined, which means that this is just an extremely rare occurrence that you try to ignore *could* happen 99% of the time, and feel like shit the 1% of the time it backfires. :cl: del: There is no longer a 50% chance of catching a heretic out when examining them drawing influences. /:cl:
## About The Pull Request Gives the rust heretic an early ritual to aoe rust an area. Entropic pulse is a ritual that requires 20 iron and 2 garbage items to rust in roughly a 3 tiles radius. Demonstration vid ~~(old version, new version is smaller radius)~~ UPDATED https://github.com/tgstation/tgstation/assets/92416224/16a8bf34-0ebb-4c8f-a926-c9dddcd2d107 ## Why It's Good For The Game Rust is a territorial path, they create bases around the station to fight on. However they can only viably do this when they unlock aggressive spread, which is quite far down the tree. This ritual allows for rust heretic to establish a territority of which to fight on early on while still not being better or equal to aggressive spread. Also this fixes instances of detect_room not running correctly when break_if_found is not passed in the arg ## Changelog :cl: add: Added Pulse of Entropy, a new ritual for rust heretic unlocked after leeching walk. This ritual can be completed with 20 iron sheets, 2 garbage items to rust in a 4 tiles radius round the rune. Useful for establishing bases and fighting area. fix: fixed detect_room not running correctly when break_if_found is not passed /:cl: --------- Co-authored-by: MrMelbert <[email protected]>
…argazer and fire shark under heretic_summon (#77306) Instead of a supernatural phobia, sacrificed people will now get a HERESY phobia, which specifically targets heretic stuff, instead of all of magic. Other heretics, however, do not get this, but instead get knowledge points sapped from them, as their mind is ruined in a different way than normal people. This comes with different flavour text and a harsher but shorter lasting mood debuff. Also fixes some "knowlege" code typos and places the star gazer and fire shark all in under heretic_summon Heretics, Wizards, Chaplains and Cultists will now be able to keep playing the game after getting sacrificed without overdosing on psicodine, while still retaining the phobia's original design purpose. placing the fire shark and star gazer under the same type also is useful as they share a lot of values. typos bad. :cl: add: Sacrificed heretic targets will now receive a phobia of heresy instead of a phobia of the supernatural. Sacrificed heretics will not get this phobia, but will lose knowledge points instead. /:cl: Huge thanks to Helg2 for doing the original PR and helping me with this one, couldn't be done without them --------- Co-authored-by: Zephyr <[email protected]> Co-authored-by: Helg2 <[email protected]>
## About The Pull Request Items worn on a void cloak's suit storage are no longer visible on the stripping menu. Heretic influences protect the turf below them from leaving scannable fingerprints.
## About The Pull Request Post-Ascension the Nightwatchers Rebirth (Or Fiery Rebirth) has its cooldown lowered from 60 seconds to 10 Additionally adds bomb immunity to the list of resistances that ascension provides ## Why It's Good For The Game Ash ascension kind of sucks when compared to its big brothers flesh, rust and blade. You do get a couple of cool spells but their impact is negated by how shitty fire damage is and while you get a ton of resistances, you don't get stun immunity and have absolutely zero sustainability in long-term engagements. Blade has its lifesteal, rust has its leeching walk and flesh has a big worm that eats arms. And while the laziest solution would be to give ash stun immunity like those three I think it'd be more fitting if it could capitalize on one of its more powerful spells. Keeping in the fight by siphoning health from all those people you lit on fire with your cascade instead of watching in pain as they completely negate any threat you have with a fire extinguisher and temp adapt.
## About The Pull Request rewrites every gain_text of cosmic heretic and its side paths ## Why It's Good For The Game i really didnt like reading the original and it felt phoned in. please feel free to give suggestions about my writings in the comments ## Changelog :cl: spellcheck: re-writes cosmic heretic lore /:cl: --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Jacquerel <[email protected]> Co-authored-by: wulfenbach-jpg <[email protected]>
other changes: GODMODEd mobs cannot receive embeds or bleed, admins can now use the traitor panel to give heretics a focus adds a new heretic path, the path of knock its a path about opening shit and having access wound opening included, and stealing this is its award icon ![ascended](https://github.com/tgstation/tgstation/assets/70376633/01473bf2-5c44-4574-850c-83fb5db204fd) its knowledge is as follows: starting knowledge, unlocks the key blade which also works as a crowbar https://github.com/tgstation/tgstation/assets/70376633/3690232d-5687-4b0c-a9cc-b6374e7f1850 it literally just opens stuff (also makes a knocking sound) unbolts bolted airlocks and opens them, opens locked closets, opens mechas, logs you into consoles (comms consoles are with barebones head-level access, no buying shuttle, but hey you can shitpost over comms) Sidepaths: Ashen Eyes, Codex Cicatrix https://github.com/tgstation/tgstation/assets/70376633/8b890d69-ee03-4d12-99dd-dde7b4483cd4 transmute a rod,wallet, and some id card to create an eldritch id card (very original naming), the ID card used is not preserved this ID card functions essentially as a superior agent card, using other IDs on it makes it be consumed by the eldritch ID and have its accesses and forms added into it, you can use it inhand to turn it into any of the cards that were consumed in addition you can hit two airlocks with it to link them together to create portals under the doors, which has a green glow going through the portal as a Heretic gets you to the other destination going through as a nonheretic lands you in a random onstation airlock, SM chamber included if youre unlucky 1 id card can only have 1 set of portals, making another destroys the former set, one of the airlocks being destroyed also destroys them https://github.com/tgstation/tgstation/assets/70376633/e96a518e-b35d-44aa-9a7c-8f2103feab6f transmute a white crayon, a multitool, and a plank to create consecrated lintel heretics can use this cool looking book to create a 8 second shield that knocks back any nonheretic that tries to pass also its ranged https://github.com/tgstation/tgstation/assets/70376633/036e0875-c422-433e-87b3-71328cb2bf8a the mansus grasp will now mark its victim for like 10 seconds marked victims are denied access by all objects, public airlocks included https://github.com/tgstation/tgstation/assets/70376633/6187ef36-30f4-4a92-af21-e5b288afb869 steal a random item from the victims backpack (or other storage item if they dont have a backpack) and puts it into your hand the victim will probably hear you and also gets a chat message about this https://github.com/tgstation/tgstation/assets/70376633/2529fa78-616d-4a46-ae18-3cb22efb1ab1 this is nothing new i put this here to keep it in order the victim receives bleed wounds on every single bodypart that has more than 15 brute if they dont have a bodypart that has >= 15 brute they get a random wound anyway so side paths are: blood siphon and void cloak https://github.com/tgstation/tgstation/assets/70376633/3c2cd21e-edbc-4956-8c2d-cd9a42b87f33 cannot be casted uncuffed with no bola, can be casted cuffed with no bola, with a bola and no cuffs adjacent mobs are knocked down, mobs are repulsed away, your cuffs and bola are destroyed, and you gain a status effect that: after 12 seconds makes you unconscious for 20 seconds 5 min cooldown https://github.com/tgstation/tgstation/assets/70376633/da480921-d5dd-4b46-b2e8-0cf543640bf9 your blade has a 35% chance to cause a weeping avulsion on hit https://github.com/tgstation/tgstation/assets/70376633/b6fd2837-6b0a-4a5a-bc7b-b9c3f7f715d1 you can only cast this when not near sentient living beings while in refuge you are invincible and near transparent, cannot use your hands or spells also immune to damage slowdown, being hit with a null rod cancels this also if you lose your focus you get out of refuge https://github.com/tgstation/tgstation/assets/70376633/f053cfd8-2a16-4195-8004-17df077983ca https://github.com/tgstation/tgstation/assets/70376633/72330486-5273-4123-a108-b437b56120c4 ritual needs 3 bodies without organs in their chest when successfully performed you ascend and; open a tear in reality (not the BoH one) which; Polls all ghosts with sentient mob enabled to spawn and siege the station, ghosts can interact with the portal to spawn as a random eldritch mob spawned mobs are loyal to whoever ascended and on examine can identify their master also fills the entire room with purple light also the heretics opening blade is upgraded to a 65% chance, and they gain Ascended Shapeshift which allows them to shapeshift into eldritch mobs, and its not 1 choice only https://github.com/tgstation/tgstation/assets/70376633/8d06286e-789d-442f-b33c-878d26deab07 its cool i think and an option for those wanting to steal and be sneaky and stuff :cl: add: heretic knock path and its respective items and award /:cl: --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Jacquerel <[email protected]>
Some changes to Cosmic and Knock heretic ascensions, in response to feedback. - Cosmic Heretics can no longer control their summon while jaunted. - Additionally the death link element the Star Gazer used... wouldn't work if there was more than one cosmic heretic. I refactored it into a component, so that it would. Frankly there are probably a lot of _other_ abilities which shouldn't be usable while jaunted but are, but I have been burned in the past by adding defaults which were applied too widely so we'll leave it case-by-case for now. - The Knock rift can no longer summon Flesh Worms of any kind. - But it _can_ summon fire sharks (we really need to reflavour these...) and any future "basic mob" heretic mobs (or ones which are converted). - Additionally the rift can't be clicked by ghosts while it's polling ghosts automatically because that would create funky empty-minded mobs. - Finally it goes away when the heretic dies. For Cosmic Heretics, controlling the Star Gazer in conjunction with Space Jaunt essentially meant that the heretic was playing an RTS as an invincible observer with an invulnerable unit, now they have to actually be present and killable in order to sic The Beast on you. For Knock Heretics, Minor Flesh Worms are a proof of concept which was never meant to be used except by admins. They're _barely_ weaker than a normal flesh worm, extraordinarily tanky, delete walls, and generally devalue the Flesh path ascension. Vanishing upon heretic death is because every _other_ ascension is at least theoretically stoppable except this one. Now this one is too. It's still _very hard_ to kill the heretic because every _10 seconds_ they can transform into a heretic mob which acts as an extra health pool. :cl: fix: If two cosmic heretics ascend in the same round, their star gazer survival will be linked to each individual heretic and not shared by just one of them. fix: You can't click the Knock heretic portal to join as a mob while already signed up to become a mob. balance: Cosmic heretics can't order the Star Gazer around while jaunting. balance: The Knock Heretic portal cannot summon Flesh Worms, but can summon Fire Sharks. balance: The Knock Heretic portal will disperse if its creator is killed. /:cl:
…ne drawing time, Codex Cicatrix is easier and roundstart knowledge (#77939) Heretic Rebalance Researching the Main Knowledge paths that unlock Side Paths will grant one Side Point that can be used only on those side paths. You can still spend normal knowledge points on them if you wish. Rune drawing time has been reduced from 30->20 seconds. Codex drawing time has been reduced from 15->8. Codex Cicatrix is now a roundstart knowledge, works as an amber focus when held in-hand and opened, and has had its recipe changed to: 1 of any non-standard pen (literally anything that isn't the base pen), any book, and either animal hide OR a corpse, any kind. Added support for using a list inside ritual requirements and a special 'snowflake check' rituals can utilize. The first non-path knowledge, the Mansus Hand Mark, has had its cost reduced from 2->1 points. Heretic is an extremely top-heavy antagonist that is EXCEEDINGLY weak in the early-game, free get out of jail card aside, and gets utterly overwhelmed with options extremely quickly once hopping past the mid-game hurdle. You're completely starved for knowledge points to the.. point that you feel like you can't blow any on side paths, even though these are often essential as well! Once you hop the hurdle - 40 minutes in, usually - you suddenly find yourself blazing through path after path obtaining a ridiculous amount of points that you don't know what to do with and unlocking spell after spell all at once rather than slowly, meaning it becomes extremely hard to keep focus and actually use these things - attempting to keep 5 new spells in mind during combat will just cause you to stretch yourself thin and die. This PR is meant to address this by giving Heretics a lot more leeway on the early game so they don't feel nearly as stifled as they are right now, which will also, ideally, help them unlock singular abilities earlier on so they can practice with them. **None of these changes are straight buffs to combat ability, they simply relax the extremely tight restrictions early-game heretics have.** > Researching the Main Knowledge paths that unlock Side Paths will grant one Side Point that can be used only on those side paths. You can still spend normal knowledge points on them if you wish. This idea in specific is supported by @MrMelbert - which I'm using as a request to not instaclose this PR due to the slightly lower than neutral GBP I have. He supports this specific bit at least and doesn't outright disagree with me on the rest, as far as I'm aware from my last conversation with him on the subject a while back. Besides, I have a refactor on mirrors open! Meta aside, this bit is meant to combat how claustrophobic early heretic feels by allowing the guy to pick one of two side paths for free* after unlocking that path's equivalent of Ash Jaunt, so they have *something* to use besides their sword and stink hand at the start. > Rune drawing time has been reduced from 30->20 seconds. Codex drawing time has been reduced from 15->8. The absurdly long drawing time is just extremely arduous and frustrating. It's way too slow but just not enough to let you zone out, and it has a ridiculously noticeable animation the whole way through which guarantees you being found out if you're found out midway through. It makes heretic even SLOWER early on as they need to set up one or several bases which takes forever. > Codex Cicatrix is now a roundstart knowledge, works as an amber focus when held in-hand and opened, and has had its recipe changed to: 1 of any non-standard pen (literally anything that isn't the base pen), any book, and either animal hide OR a corpse, any kind. Quite the buff, but I think all of these are good changes. Codex Cicatrix being a roundstart change lets one decide - do they want to rush the book to get multiplied influence strength, or do they want to get all the influences ASAP? It also lets them set up bases quicker at, again, the cost of having a blatantly evil item inside the bag. The Codex recipe was annoyingly complicated, requiring you to run all around the station in yet another of Heretic's many fetch quests just for something that used to be part of the default kit, especially with how annoying getting animal hide can be. Now it's a lot easier to handle. The Amber Focus bit is just as a panic option for heretics if they get caught without one, at least they can use the book, and wielding a book in combat is awesome. > The first non-path knowledge, the Mansus Hand Mark, has had its cost reduced from 2->1 points. I don't think there ever really was a need to gate this behind two points, it's the very first unlockable research and it needs you to get two influences for some reason. The reasoning is probably 'heretic setup time so they dont start at full strength', which is solid, but is already well handled enough by their other systems and restrictions as mentioned in the rest of the PR. Heretics have been on a constant trend of just.. not doing anything. Getting caught early and flopping or never managing to do things of note. They need changes, not because They're UnderPowered And The Competitive Balance Is Skewed, but because it's simply not that fun to *be* a heretic with these issues, and not that fun to FIGHT a heretic that merelay has a stink hand, a blade, two pieces of lint in their pocket, and a dead rat. I also think the Ritual of Knowledge should 1. not cost points, and 2. be split across the 33% and 66% mark and give 2 points, but that's for another PR.
… (#78701) ## About The Pull Request Blade Heretics can now use silver *or* titanium while creating their blades. ## Why It's Good For The Game Silver quite literally *only* exists on surgery tables. Being a blade heretic with shit miners/roundstart means one of several things. 1. Wait for miners to come back with enough silver (They might never come back or they might have not gotten any silver) 2. Go to lavaland to dig your own silver (Extremely time-consuming on the antagonist role that has most downtime, death knell for latejoin heretics) All that is not even to mention that for some reason it takes two sheets rather than one, and surgery tables give one silver when scavenged. This all combined makes obtaining blades super annoying as the BLADE path. Now we can farm titanium off shuttles if the miners are jacking off or dead, or if we joined 9 minutes to roundend. ## Changelog :cl: qol: Bladists can now use silver *or* titanium while creating their blades /:cl:
Fixes #79049. The ghost poll for heretic summons used the `real_name` field to display the mob's name. However, for some reason, a couple of the heretic summons have jokey nicknames as their real names ("Ashy" for ash walkers, "Rusty" for rust walkers). I've opted to take the simple option of making the ghost text just use the `name` field instead - it's used for the admin logs around summoning, so it should be fine for the poll too. Also, I've capitalized "Fire Shark" and set its real name to also be "Fire Shark". For consistency. Finally, I've made heretic summon names not proper nouns, so examining them will display "That's a Rust Walker" rather than "That's Rust Walker". The Lord of the Night did not receive this treatment due to being a unique thing. It's good when ghosts know what they're actually signing up to be. Most heretic summons aren't unique entities, so it makes sense for them to not be proper nouns. :cl: fix: Heretic summons should now display the correct name when polling ghosts to play as them. /:cl:
…t Charge (#78880) ## About The Pull Request So I've been diving into the code for heretic research tree, and I think that, thematically, my mind was broken a little by the mess I've seen. So here's something I think should not be the way it is: I found out that [this old PR](tgstation/tgstation#76720), while changing correctly what research the lionhunter rifle and rust charge are unlocked by, did _not_ change what knowledge is in turn unlocked by these nodes. So the rifle would still unlock the final tier of knowledge and allow you to skip a bit of the tree if researched after the earlier tier, whereas the charge did not unlock anything and so couldn't be used to transfer paths. ## Why It's Good For The Game Pretty sure this behavior was not intended. Heretic tree is already a bit convoluted and I think the connections should make sense. ## Changelog :cl: fix: fixed some faulty research connections in between heretic's blade and rust paths. /:cl:
## About The Pull Request may not enter refuge with the nuke disk and may not be cuffed in refuge cuffing someone in refuge mansus grasps the person cuffing i havent tested this because i am out of time as of time of writing so i am PRing as draft until i test this also claiming the issues ## Why It's Good For The Game fixes #79133 fixes #79126 ## Changelog :cl: fix: you may not enter knock path caretakers last refuge with the nuke disk fix: you can no longer cuff knock heretics in refuge /:cl:
## About The Pull Request ctrlclicking the id (as heretic) will make any portals created afterwards be inverted, which means the heretic is transported to a random airlock on entering, and nonheretics are transported to the destination https://github.com/tgstation/tgstation/assets/70376633/b61d5e15-5ee2-4b2e-a441-c8f897a58b9b also fixes a qdel loop ## Why It's Good For The Game inverted portals are still a good getaway option for heretics, dangerous likely, but good for setting up traps like portal to SM chamber or something ## Changelog :cl: add: ctrlclicking the knock path eldritch id card will toggle whether it creates inverted portals or not /:cl:
This PR replaces a bunch of instances of mobs being able to smash walls by clicking them once to being able to tear walls by standing next to them for a few seconds while an animation occurs. Wall tearing is a three-part animation and can be cancelled and resumed at any point from the most recently completed step so it isn't _exactly_ a single two second interaction, and is resultingly harder to interrupt. ![dreamseeker_pmnBB9YzNi](https://github.com/tgstation/tgstation/assets/7483112/edca2d02-58f1-499a-a01c-6155ad49a7b2) Some mobs still destroy walls in a single click, such as Flesh Worms and Star Gazers. Really whether I replaced this or not was largely down to vibes. It also deletes the `tear_walls` element because it was the same as `wall_tearer` but without the fun visuals. Deleting walls instantly with a single click is pretty obnoxious. This method slows it down a _little_ bit but also looks visually cooler and gives people on the _other_ side of the wall a warning that something is about to bust through kool-aid man style. :cl: balance: Gorillas, Seedlings, Gold Grubs, Mooks, Constructs, Ascended Knock Heretics, Fugu and mobs subject to a Fugu Gland now rip up walls in a slightly slower but more cinematic way. /:cl:
please make the PR's into an un-ordered list instead of the links themselfes. like this Original That way it will come out as |
This reverts commit 5947a83.
muh mentions |
This was referenced Dec 23, 2023
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About The Pull Request
Ports:
credit to @MrMelbert @Jackal-boop @generalthrax @carlarctg @TheBoondock @DATA-xPUNGED @DaydreamIQ @Jacquerel @lizardqueenlexi @ViktorKoL @mc-oofert
Why It's Good For The Game
Just read the prs that add this stuff
Changelog
🆑 Noodlecat MrMelbert Jackal-boop generalthrax carlarctg TheBoondock DATA-xPUNGED DaydreamIQ Jacquerel lizardqueenlexi ViktorKoL mc-oofert
fix: Ahealing a heretic now properly gives them their heart back
qol: heretic sac targets now appear on the end of round report
balance: the lion hunters rifle has been pegged down the knowledge tree. to make sure the tree is kept happy, the rust path and blade path can access rust charge
add: rust charge
balance: the lion hunter ammo knowledge is free
balance: Lionhunter on charge now has a damage modifier of 2 instead of 1.33
balance: Increased max range of charged shot from 16 to 30
balance: Increased scope modifier so you can use the new max range
add: Added Pulse of Entropy, a new ritual for rust heretic unlocked after leeching walk. This ritual can be completed with 20 iron sheets, 2 garbage items to rust in a 4 tiles radius round the rune. Useful for establishing bases and fighting area.
fix: fixed detect_room not running correctly when break_if_found is not passed
add: Sacrificed heretic targets will now receive a phobia of heresy instead of a phobia of the supernatural. Sacrificed heretics will not get this phobia, but will lose knowledge points instead.
fix: Items worn on a void cloak's suit storage are no longer visible on the stripping menu.
qol: Misclicking the turf below a heretic influence no longer leaves a fingerprint.
balance: Ascending as an Ash Heretic now reduces the cooldown of Nightwatchers Rebirth to ten seconds, additionally Ash ascension has Bomb immunity added to the resistances it offers (no stun immunity though)
spellcheck: re-writes cosmic heretic lore
add: heretic knock path and its respective items and award
fix: If two cosmic heretics ascend in the same round, their star gazer survival will be linked to each individual heretic and not shared by just one of them.
fix: You can't click the Knock heretic portal to join as a mob while already signed up to become a mob.
balance: Cosmic heretics can't order the Star Gazer around while jaunting.
balance: The Knock Heretic portal cannot summon Flesh Worms, but can summon Fire Sharks.
balance: The Knock Heretic portal will disperse if its creator is killed.
add: Heretic Rebalance
balance: Researching the Main Knowledge paths that unlock Side Paths will grant one Side Point that can be used only on those side paths. You can still spend normal knowledge points on them if you wish.
balance: Rune drawing time has been reduced from 30->20 seconds. Codex drawing time has been reduced from 15->8.
balance: Codex Cicatrix is now a roundstart knowledge, works as an amber focus when held in-hand and opened, and has had its recipe changed to: 1 of any non-standard pen (literally anything that isn't the base pen), any book, and either animal hide OR a corpse, any kind.
code: Added support for using a list inside ritual requirements and a special 'snowflake check' rituals can utilize.
balance: The first non-path knowledge, the Mansus Hand Mark, has had its cost reduced from 2->1 points.
qol: Bladists can now use silver or titanium while creating their blades
fix: Heretic summons should now display the correct name when polling ghosts to play as them.
fix: fixed some faulty research connections in between heretic's blade and rust paths.
fix: you may not enter knock path caretakers last refuge with the nuke disk
fix: you can no longer cuff knock heretics in refuge
add: ctrlclicking the knock path eldritch id card will toggle whether it creates inverted portals or not
balance: Gorillas, Seedlings, Gold Grubs, Mooks, Constructs, Ascended Knock Heretics, Fugu and mobs subject to a Fugu Gland now rip up walls in a slightly slower but more cinematic way.
/:cl: