Minor antagonist guidebook changes (#32824)
* took a two month nap. accidentally pushed too many buttons. let's try this again. added thieves to antagonists.xml * even after that nap, i don't feel well-rested at all. * please don't kill me for using webedit * capitalization, typo * Apply suggestions from code review (more period moving) Thanks Evan, very cool Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * guess you could say im not pro-proper noun * typo * Update Resources/ServerInfo/Guidebook/Antagonist/Nuclear Operatives.xml * ok Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
This commit is contained in:
@@ -7,13 +7,12 @@
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These bad actors are more often than not employed or backed by the [color=#ff0000]Syndicate[/color], a rival organization to Nanotrasen that wants nothing more than to see it burn.
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## Various Antagonists
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Antagonist roles come with their own special sets of abilities, tools and risks to the station.
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Antagonists can take many forms, like:
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- [textlink="Nuclear operatives" link="Nuclear Operatives"], with the goal of infiltrating and destroying the station.
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- [textlink="Traitors" link="Traitors"] amongst the crew who must assassinate, steal and decieve.
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- [textlink="Space Ninjas" link="SpaceNinja"], masters of espionage and sabotage with special gear.
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- [textlink="Revolutionaries" link="Revolutionaries"] who are intent on taking control of the station from the inside.
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- [textlink="Zombies" link="Zombies"] that crave the flesh of every crew member and creature on board.
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- [textlink="Several non-humanoid creatures" link="MinorAntagonists"] that usually just try to kill anything that moves.
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- [textlink="Space Ninjas" link="SpaceNinja"], masters of espionage and sabotage with special gear.
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- [textlink="Thieves" link="Thieves"] driven by kleptomania, determined to get their fix using their special gloves.
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- [textlink="Various non-humanoid creatures" link="MinorAntagonists"] that generally attack anything that moves.
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</Document>
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@@ -9,12 +9,12 @@
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<GuideEntityEmbed Entity="MobRevenant"/>
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</Box>
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Revenants are ethereal beings made of ectoplasm that haunt the crew and steal [color=cyan]life essence[/color] from them.
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Revenants are ethereal beings made of ectoplasm that haunt the crew and steal [color=#8f63e6]life essence[/color] from them.
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- Your essence is your very own [bold]life force[/bold]. Taking damage reduces your essence.
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- Essence is also spent to use [bold]abilities[/bold].
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- To gain essence you first [bold]inspect[/bold] various souls for their worth. More worthy souls grant more essence. Then you must [bold]siphon[/bold] it either when the victim is crit, dead or asleep.
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- To gain essence you first [bold]inspect[/bold] various souls for their worth. More worthy souls grant more essence. Then you must [bold]siphon[/bold] it either when the victim is crit, dead or asleep. All of this is done with [color=yellow][bold][keybind="Use"][/bold][/color].
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- [bold]Stolen essence[/bold] is used to purchase new abilities to incapacitate the crew easier.
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- You are [bold]vulnerable[/bold] to attacks when you siphon a soul or use an ability. You can tell when you are vulnerable when you have a [italic]"Corporeal"[/italic] status effect.
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- You are [bold]vulnerable[/bold] to attacks when you siphon a soul or use an ability. You can tell when you are vulnerable when you have a [color=#8f63e6][italic]Corporeal[/italic][/color] status effect.
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# Rat King
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@@ -26,12 +26,12 @@
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<GuideEntityEmbed Entity="MobRatServant" Caption=""/>
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</Box>
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Rat Kings are abnormally large rodents capable of [color=cyan]raising huge rat armies[/color] by eating equally huge amounts of food.
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- You have several abilities that come at the cost of your [bold]hunger[/bold].
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- One ability is summoning [color=cyan]Rat Servants[/color] who you can [bold]command[/bold] to stay in place, follow you, attack a target of your choice or attack indiscriminately.
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- You can conjure a cloud of [color=#77b58e]ammonia[/color], which is mildly poisonous to humans but heals rats.
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- You can also [italic]"Rummage"[/italic] through any disposal unit by using the context menu. Use this to find [bold]scraps of food[/bold] to grow your army.
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- Besides your abilities, you are [bold]stronger[/bold] than most other animals. You and your servants are capable of speech and you're both small enough to fit under airlocks and tables.
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Rat kings are abnormally large rodents capable of [color=yellow]raising huge rat armies[/color] by eating equally huge amounts of food.
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- You have several abilities that come at the cost of your [bold]hunger.[/bold]
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- One such ability is [color=yellow][italic]Raise Army[/italic][/color], which summons a [bold]Rat Servant[/bold]. You can [bold]command[/bold] your servants to stay in place, follow you, attack a target of your choice or attack indiscriminately.
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- You can conjure a cloud of [color=#77b58e]ammonia[/color] using [color=purple][italic]Rat King's Domain[/italic][/color]. This purple gas is mildly poisonous to humans but heals rats.
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- [color=#9daa98][italic]Rummage[/italic][/color] through a disposal unit by using the context menu. Use this to find [bold]scraps of food[/bold] to grow your army.
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- Besides your abilities, [bold]you are stronger than most other animals.[/bold] You and your servants are capable of speech and you're both small enough to fit under airlocks and tables.
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- [bold]Your underlings are still very fragile![/bold] Beware of spacings, explosions and the buisness end of a melee weapon.
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# Space Dragon
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@@ -44,11 +44,11 @@
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<GuideEntityEmbed Entity="MobCarp" Caption=""/>
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</Box>
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Space Dragons is are giant extradimensional fish that [color=cyan]create rifts and eat crew.[/color]
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- Dragons have powerful jaws to [bold]devour[/bold] infrastructure such as doors, windows, and walls.
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- Your [color=orange]dragon's breath[/color] is a flaming projectile which travels a straight flight path, exploding multiple times and igniting things along the way. Be careful, your carps are not immune to this!
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- You have the ability to summon [bold]carp rifts[/bold] that periodically spawn [bold]space carp[/bold]. There can be 3 rifts active at any given time.
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- Rifts charge up energy over a period of 5 minutes and are [bold]vulnerable[/bold] during this time. After 5 minutes, it becomes invulnerable and will continue summoning carp as long as the dragon lives.
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Space dragons are giant extradimensional fish that can [color=red]eat crew[/color] and create [color=#4b7fcc]carp rifts.[/color]
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- Dragons have powerful jaws that allow them to [color=red][italic]Devour[/italic][/color] infrastructure such as doors, windows, and walls.
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- They can also heal themselves by using [color=red][italic]Devour[/italic][/color] on crew members that have gone unconscious or have died.
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- Your [color=orange][italic]Dragon's Breath[/italic][/color] is a [bold]flaming projectile[/bold] which travels a straight flight path, exploding multiple times and igniting things along the way. Try not to hit your carps with this!
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- You have the ability to [color=#4b7fcc][italic]Summon a Carp Rift[/italic][/color]. Rifts periodically spawn [bold]space carp[/bold] and charge up energy over a period of 5 minutes, [bold]which is when it's vulnerable.[/bold] After 5 minutes, it becomes invulnerable and will continue summoning carp as long as the dragon lives.
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- You'll suffer a [bold]temporary debilitating feedback effect[/bold] if one of your rifts are destroyed before it's done charging.
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- If a period of five minutes passes since your spawn or since the last time a rift was charging, [bold]you'll disappear.[/bold]
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- Dragons who have the maximum of 3 fully charged rifts will [bold]never disappear[/bold], but they are still mortal.
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@@ -61,6 +61,6 @@
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</Box>
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Slimes and spiders have no remarkable features, but will [color=cyan]infest the station[/color] from time to time regardless. Both will give chase and attack anything they see.
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- Slimes may deal extra [bold]cellular or posion damage[/bold], based upon their color. Water hurts them just as it would hurt a slime person.
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- Spiders can lay [bold]webs[/bold], which non-spiders have a hard time moving through. They can easily be destroyed with a blade.
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- Slimes may [bold]deal extra cellular or poison damage[/bold], based upon their color. Water hurts them just as it would hurt a slime person.
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- Spiders have a venomous bite and can [bold]create webs[/bold] that are hard to move though. Webs are easily destroyed with a blade. They can also pry open airlocks.
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</Document>
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@@ -1,6 +1,6 @@
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<Document>
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# Nuclear Operatives
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<Box>
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[color=#999999][italic]"OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE.[/italic][/color]
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</Box>
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@@ -38,13 +38,13 @@
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</Box>
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## Preparation
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Each member in your squad has been given an [color=cyan]uplink[/color] to purchase everything you will need for the mission, similar to [textlink="Traitors." link="Traitors"]
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Each member in your squad has been given an [color=cyan]uplink[/color] to purchase everything you will need for the mission, similar to [textlink="traitors." link="Traitors"]
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<Box>
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<GuideEntityEmbed Entity="BaseUplinkRadio40TC" Caption="your uplink"/>
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</Box>
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You can purchase the same kinds of gear Traitors can, but you have higher quality gear available to you and more telecrystals to spend.
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You can purchase the same kinds of gear traitors can, but you have higher quality gear available to you and more telecrystals to spend.
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<Box>
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<GuideEntityEmbed Entity="WeaponLightMachineGunL6" Caption="Weaponry"/>
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<GuideEntityEmbed Entity="MagazineLightRifleBox" State="icon" Caption="Ammo"/>
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@@ -71,8 +71,8 @@
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## Getting to the Station
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You've got the plan, you've got the gear. Now, execute.
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Grab a [bold]jetpack[/bold] from your armory and go with your other operatives to the [color=cyan]Syndicate Shuttle[/color].
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Among other things you may need, you'll find an [bold]IFF Console[/bold] on the shuttle. It allows you to hide from other ships and mass scanners when [italic]"Show IFF"[/italic] and [italic]"Show Vessel"[/italic] are toggled off.
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Grab a [bold]jetpack[/bold] from your armory and go with your other operatives to your [color=cyan]shuttle[/color].
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Among other things you may need, you'll find an [bold]IFF Computer[/bold] on the shuttle. It allows you to hide from other ships and mass scanners when [italic]Show IFF[/italic] and [italic]Show Vessel[/italic] are toggled off.
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When everyone is ready, FTL to the station and fly to it with a jetpack. Don't forget the code, your pinpointers and the nuke if you're taking it.
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@@ -82,12 +82,12 @@
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</Box>
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## The Nuke & Arming Procedure
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You have a paper with the [color=cyan]nuclear authentication codes[/color] on your shuttle. [bold]Check to see if the nuke ID matches the one on your shuttle.[/bold] If it doesn't, you'll have to use explosive in the station's vault.
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You have a paper with the [color=cyan]nuclear authentication codes[/color] on your shuttle. [bold]Check to see if the nuke ID matches the one on your shuttle.[/bold] If it doesn't, you'll be arming the station's nuke instead.
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- Obtain the [bold]nuclear authentication disk[/bold] and insert it into the nuke.
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- Type in the [bold]nuclear authentication code[/bold] and press "[bold]E[/bold]" on the keypad to Enter.
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- To begin [bold]self-destruct process[/bold], press "[color=red]ARM[/color]". After 300 seconds, the nuke will explode.
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- [bold]Defend the nuke[/bold], even if it's at the cost of your lives! The mission requirements do not include your return.
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- [bold]To begin the self-destruct sequence, press [color=#EB2D3A]ARM[/color][/bold]. After 300 seconds, the nuke will explode.
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- [bold]Defend the nuke[/bold], even if it's at the cost of your lives! The mission requirements do not include your return.
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- It takes 30 seconds for someone to [bold]disarm[/bold] the nuke. Re-arming it is possible, but the chance of mission success drops if you let it happen.
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- Should the nuke be re-armed, the timer will start from where it left off.
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@@ -1,6 +1,6 @@
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<Document>
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# Revolutionaries
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<Box>
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[color=#999999][italic]"Viva la revolución!!"[/italic][/color]
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</Box>
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## Objectives
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You must cuff, kill, or exile all of the [textlink="Command staff" link="Command"] on station in no particular order.
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Your objective is not to destroy the station, but [italic]take it over[/italic], so try to minimize damage where possible.
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Your objective is [bold]not to destroy the station[/bold], but [italic]to take it over[/italic], so try to minimize damage where possible.
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[bold]The revolution will fail[/bold] if all of the [bold][color=#5e9cff]Head Revolutionaries[/color][/bold] die, and all [color=red]Revolutionaries[/color] will de-convert if this happens.
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## Headrevs & Conversion
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[bold][color=#5e9cff]Head Revolutionaries[/color][/bold] are chosen at the start of the shift and begin with a [color=cyan]flash[/color] and a pair of [color=cyan]sunglasses[/color].
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<Box>
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<GuideEntityEmbed Entity="Flash"/>
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<GuideEntityEmbed Entity="ClothingEyesGlassesSunglasses"/>
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</Box>
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You can convert crew members to your side by taking any [bold]flash[/bold] and attacking someone with it using [color=#ff0000]harm mode[/color].
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However, you can't convert your target if they're wearing [color=cyan]flash protection[/color] such as [bold]sunglasses[/bold] or a [bold]welding mask[/bold].
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However, [bold]you can't convert your target if they're wearing [color=cyan]flash protection[/color][/bold] such as sunglasses or a welding mask.
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<Box>
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<GuideEntityEmbed Entity="ClothingEyesGlassesSunglasses"/>
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@@ -34,10 +34,10 @@
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<GuideEntityEmbed Entity="ClothingHeadHatWelding"/>
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</Box>
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Another hurdle in your way are pesky [color=cyan]mindshield implanters[/color]. These will:
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Another obstacle in your way are those pesky [color=cyan]mindshield implanters[/color]. These will:
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- Prevent the implanted person from being converted into a [color=red]Revolutionary[/color]
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- De-convert Revolutionaries, and will make them no longer loyal to your cause
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- Visibly be destroyed upon being implanted into a [bold][color=#5e9cff]Head Revolutionary[/color][/bold], giving away your cover
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- [bold]Visibly be destroyed upon being implanted into a [color=#5e9cff]Head Revolutionary[/color][/bold], giving you away
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- NOT protect against flash disorientation
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Assume all of [color=#cb0000]Security[/color] and [color=#1b67a5]Command[/color] are implanted with mindshields already.
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@@ -47,7 +47,7 @@
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</Box>
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## Revolutionary
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A [bold][color=red]Revolutionary[/color][/bold] is a crew member that has been converted by a [bold][color=#5e9cff]Head Revolutionary[/color][/bold].
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A [color=red]Revolutionary[/color] is a crew member that has been converted by a [bold][color=#5e9cff]Head Revolutionary[/color][/bold].
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[bold][color=red]Revolutionaries[/color] can't convert people themselves,[/bold] but they're more than capable of doing dirty work and carrying out orders.
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</Document>
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You are an elite mercenary that [color=#66FF00]The Spider Clan[/color] has sent to wreak all kinds of havoc on the station. You are equipped to keep it silent-but-deadly.
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Whether you decide to mercilessly pick off the station's crew one by one or stay out of trouble, your discipline has taught you that [italic]your objectives must be at least attempted[/italic]. For honor!
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Whether you get bloody or stay out of trouble, your discipline has taught you that [italic]your objectives must be at least attempted[/italic]. For honor!
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## Standard Equipment
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You begin implanted with a [color=cyan]death acidifier[/color], so if you are captured or KIA all your precious equipment is kept out of enemy hands.
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<GuideEntityEmbed Entity="PinpointerStation"/>
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</Box>
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## Ninja Suit & Boots
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## Your Suit
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<Box>
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<GuideEntityEmbed Entity="ClothingEyesVisorNinja" Caption="your visor"/>
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<GuideEntityEmbed Entity="ClothingShoesSpaceNinja" Caption="your boots"/>
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</Box>
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Your single most important item is [color=#66FF00]your suit[/color], without it none of your abilities would work.
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Your single most important item is [color=cyan]your suit[/color], without it none of your abilities would work.
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Your suit requires power to function, which is supplied by its [bold]internal battery[/bold]. It can be replaced, and [italic]high capacity batteries[/italic] mean a [italic]highly effective ninja[/italic].
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[bold]You can recharge your internal battery directly[/bold] by using [color=#66FF00]your gloves[/color]. You can see the current charge by examining the suit or checking the nifty battery alert on your screen.
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[bold]You can recharge your internal battery directly[/bold] by using [color=cyan]your gloves[/color]. You can see the current charge by examining the suit or checking the nifty battery alert on your screen.
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Your outfit also includes [color=#66FF00]special boots[/color] that keep you agile, upright and grounded without using energy. You've also got flash protection thanks to your [color=#66FF00]visor[/color].
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Your outfit also includes [color=cyan]special boots[/color] that keep you agile, upright and grounded without using energy. You've also got flash protection thanks to your [color=cyan]visor[/color].
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## Ninja Gloves
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[bold]You have sworn yourself to the sword and refuse to use firearms.[/bold] Luckily, you've got a pretty cool sword.
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Your [color=#66FF00]energy katana[/color] hurts plenty and can be [bold]recalled at will[/bold] at the cost of suit power. The farther away it is from you, the more energy required to recall it.
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Your [color=cyan]energy katana[/color] hurts plenty and can be [bold]recalled at will[/bold] at the cost of suit power. The farther away it is from you, the more energy required to recall it.
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While in hand you may also [color=#66FF00]teleport[/color] to anywhere that you can see, [bold]including through windows[/bold]. The charges required to do this regenerate slowly, so keep a charge or two spare in case you need a quick getaway.
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While in hand you may also [color=cyan]teleport[/color] to anywhere that you can see, [bold]including through windows[/bold]. The charges required to do this regenerate slowly, so keep a charge or two spare in case you need a quick getaway.
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## Spider Clan Charge
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<GuideEntityEmbed Entity="SpiderCharge"/>
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</Box>
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[color=#66FF00]A modified C-4 explosive[/color], which can be found in your pocket. Creates a large explosion but [bold]must be armed in your target area[/bold] as it is one of your [color=#66FF00]objectives[/color].
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This is a [color=cyan]modified C-4 explosive[/color] which can be found in your pocket. Creates a large explosion but [bold]must be armed in your target area[/bold] as it is one of your objectives.
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It can't be activated manually, so simply plant it on a wall or a particularly ugly piece of furniture. Can't be unstuck once planted.
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It can't be activated manually, so simply plant it on a wall or some furniture that does not spark joy. Choose wisely, it can't be unstuck once planted.
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## Objectives
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Thieves are petty yet crafty [color=green]criminals[/color] who can't keep their hands to themselves. You were forcefully given a [bold]pacifism implant[/bold] after your last arrest, but you won't let that stop you from trying to add to your collection.
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## Art of the Steal
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Unlike other antagonists, [italic]staying out of trouble is almost a requirement for you[/italic] because of your implant.
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Unlike other antagonists, [bold]staying out of trouble is almost a requirement for you[/bold] because of your implant.
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You can only run if [color=#cb0000]Security[/color] picks a fight with you, and because you work alone you don't have any friends to pull you out of danger.
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But against all odds, you'll sucessfully swipe what you want using determination, sleight of hand, a few tools and your [color=cyan]thieving gloves.[/color]
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@@ -39,6 +39,9 @@
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Your [color=cyan]toolbox[/color] contains... well, whatever you remembered to pack. [bold]You can select two pre-made kits[/bold] to help you complete grander heists.
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Approve your choices in a safe place, as the toolbox will dissolve and the gear will drop at your feet.
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<Box>
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<GuideEntityEmbed Entity="ToolboxThief"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="StorageImplanter" Caption="Anatomy"/>
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<GuideEntityEmbed Entity="C4" Caption="Breacher"/>
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