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Dark Skies: New Order Remaster #39575
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ZhilkinSerg
merged 12 commits into
CleverRaven:master
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ephemeralstoryteller:dks-order-revamp
Apr 15, 2020
Merged
Dark Skies: New Order Remaster #39575
ZhilkinSerg
merged 12 commits into
CleverRaven:master
from
ephemeralstoryteller:dks-order-revamp
Apr 15, 2020
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merges neworder_misc and neworder_highorder. no reason for these to be seperate.
this reflects making the Order more alien. there will still be chances to make armor from alien metal.
and removes the old ones. initial order monsters revolve around augmenting the existing struggle with Strays and bandits. survelliance drones make a lot of light and make night raids a bit harder. one day they might be able to summon enemies, like eyebots. seekers make bad situations worse, attempting to 'incapacitate' you with shocks and tools while you're wounded.
allows it to blind as well as slash to not only break less of a one trick pony
makes more dangerous ones spawn a bit later in towns
they are intended to be hunting the player and other NPCs rather than being science units like base emsisaries, or exterminators like flame emissaries.
Gas guns don't do direct damage. The emissary of flame doesn't wildly overshoot every time.
they don't care that they're infesting the towns - perhaps even the opposite. eventually emissaries of flame will cook wandering strays but not crystal masses.
upon testing: if damage is 0 it won't fire a projectile to drop the payload on someone. alternatives are using spells (good but doesn't have a warmup period) or making the damage type 'biological' to reflect a gas attack (biological damage is not resisted by anything so that feels crappy)
"basic" emissaries are more science-focused. they will attack if they think they can capture the player easily (player is weak) or if the player is hanging around them too much, but will otherwise have a higher tolerance for them being around.
I've been playing too much mount and blade apparently
fengjixuchui
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Apr 15, 2020
Dark Skies: New Order Remaster (CleverRaven#39575)
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Labels
Mods: Dark Skies
Anything to do with Dark Skies Above, alien invasion mod with no zombies
Monsters
Monsters both friendly and unfriendly.
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Summary
SUMMARY: Mods "Dark Skies: Remasters the Order"
Purpose of change
To make the Order a more interesting and fix some glaring issues with current implementation.
Describe the solution
The Order was the roughest part of the mod on first release. They weren't terribly interesting, didn't demonstrate the overall mindset of the Order very well, and the consecrators spawned way too frequently for how much they spammed their flamethrower.
The goal of the Order is to exchange the biosphere already existing on Earth into one more pleasing to them. They are cold and aloof. They do not care about the Strays any more, as the cities have nothing in them they can't already manufacture, and are thus largely neutral to them. The units the Strays will see are likewise not living (in any way meaningful to them) and thus not good vectors for spreading nor are they threatening, so they'll leave them alone as well.
That said, the Order is more than happy to use the Strays as pawns to try and kill the player and other NPCs. The only reasons they're hostile towards the player and other NPCs are the inconvenience that having loose apes will cause their operations, as well as a sort of twisted sense of helping the player by 'rescuing' them from what is seen as a rather wretched existence outside of their grasp. They don't hate the player, technically, "dying" to a seeker or a "basic" emissary is more representative of being captured and taken to a Designated Living Zone... or worse fates. They just want them out of the way and don't particularly care what that way is.
Removed all of the 'human' Order enemies
They just didn't fit, for a variety of reasons: don't portray the Order as alien enough, no reason for them to be in the cities, Order likely doesn't care about using humans as soldiers (at least, keeping them as human looking as they are) when they can be put to other uses . This also means that Order shields, armor, and weapons have been obsoleted.
Two new enemies
-Surveillance drones are the first Order units to arrive on the Frontier, spawning a couple weeks in. The initial scouts of the Order, they make a lot of light and make night raids a bit harder. They support both emissaries in finding players as well as trying to get Strays to do their dirty work for them but catching people out during night raids.
One day they might be able to summon enemies, like eyebots, but currently I'm not sure how I'd do that in a satisfactory way.
-Seeker drones are little science robots that arrive to document the changing landscape and take samples of the new biocrystals (and doubtless other critters as they're implemented). They're largely neutral to the player... but will attack to try and capture them for experimentation if they're weak or hang around too long. They can shock the player, blind them with a camera flash, and have a weak 'slash' with a tool they can do... if not just to prevent them from spamming their tazer, then to make them have more varied abilities.
Emissaries begin spawning in the forests later than before, now on the order of about 2 months in. Drones spawn earlier than that, for flavor. They begin spawning in cities around the same time (with drones proceeding, as usual), accumulating with emissaries of flame appearing at 4 months in to help curb the crystal hives as a preventative measure. (Currently they're still neutral to Strays, their unique faction relations will be addressed in another PR before this one gets too long. :p)
Minor file cleanup: Merged 'neworder_misc' into 'neworder_highorder'. Eventually I'll break these down into simply 'robots', 'strays', etc in the 'monsters' file, but that's outside the scope of this PR for now.
Describe alternatives you've considered
Converting emissary weapons into spells. This would make their abilities more customizable, but it lacks a 'warmup' and they're a bit dangerous as it is.
Testing
As usual, loaded up my changes into the game and used the debug menu to make sure things worked about as necessary. Everything spawned appropriately, anger triggers worked well. A lot of tweaking was done until I was satisfied with the feel of the new wasteland, and there were bugs to squash along the way.