Exiles map supplement (MAP_EXILES / EXI) -goal -serve as a new early-game hook, both mechanically and plot-wise, and add variety to the early game -location -can appear on either Mines depth, accessible as a separate map from there, only the stairs are found at the end of a short tunnel dug into an outer wall by some separate algorithm -it's got a turn in it, which dead ends in a wall that opens once visible (via SA, with the message "No threat detected, you may enter." -then it continues around another corner which dead ends into the exit itself -If 8R-AWN is in the map the wall is open automatically (he controls it remotely anyway) -so that players don't have to so thoroughly explore both MIN depths, should probably have another indicator -this is where the "feel/heard something" message on entering a new map can come in handy (as found in classic roguelikes) -ah, "something is scanning the area" (it's EXI making sure there aren't any attackers coming) -this part of the world is the "Sub Caves," the lowest level of the cave systems occupied by derelicts before the Mines started encroaching (there could be other explorable areas added to the Sub Caves later, for example Merchant-related stuff, and other derelict encounters) -layout -like Zion with thick random machine walls, but different in that it's mostly made up of a network of single lines/intersections! (random though) -they have little dots off the ends that glow (using animated machine code) -there are two exits out, one very close to where you come in, and another out the back -both to same place: if EXI on -10 they lead up to -9/Mines (note this then leads to -8/Materials, skipping -9!) if EXI on -9 they go up to -8/Mines, which is a new MIN depth only accessible from EXI -8/MIN is more dangerous than the lower two, with no beneficial encounters -make sure the player sees something interesting that catches their eye before actually leaving from the closer exit, though, otherwise new players might be more likely to miss the actual content (in a hurry to get out?) (in the future could also consider making it so that the rear exit always instead leads deeper into caves, and the player has to head back through those instead of MIN if they use the rear exit, which would be more dangerous overall but also be a little more logical; also interesting since sometimes their place is under attack and you're basically forced to use the back exit) -local derelict terminals contain info -there's a "message board" terminal of sorts with various messages the player can check out, some useful some just fluff -maybe the content could be randomized by seed, if there's enough of it -right now it fills about one terminal--if any more is added could randomize it, though I kinda like the idea of keeping it all there at once for now -give location of Zion, and also have notes about Warlord base (although "not sure where the latest one is, somewhere up around -4/-5") -talk about their various experimental projects, some of the prototypes you can theoretically get there, but may currently be gone "on loan for testing" or "misplaced" :P -this is how you can get more info on those parts, and some of the comments could be funny -one of the terminals should also give you all the prototype IDs for these parts, so that players don't have to attach ID them when picking out a prototype -can mention that someone broke in and erased a bunch of their terminal data and stole some stuff, no idea where it is or who they are... (was 01-MTF, which is why he's got the autohacker) -they've been trying to recover the data but have only had minor success--"not too important right now anyway" -like WAS, EXI has different states you can find it in: -normal 50% (will always be this one on your first visit, or if infestation at that depth, or if 8R-AWN spawned to MAT) -deserted 12% (they all left before it was discovered due to mining) -they left some kind of message on terminal for MC, other than that they're all wiped -stash open and empty -destroyed 12% (were attacked by 0b10 Progammers, can see some broken Progammers there, as well as broken Assembled) -exploded areas that have partially caves in with earth -could have a damaged/unpowered DAS Turret near where DEC normally is :D -were attacked by 0b10 Progammers, can see some broken Progammers there, as well as broken Assembled -also damaged but rewirable assembled! :P (oh wait, can't do this because they're not a rewirable class) -stash closed, but no way to get in? could leave terminal there for EM effect :) (then you could take all!) -actually no wait that won't work on this type of door -not too bad anyway, since there's still other loot there -okay, better idea: in regular dialogue EX-BIN mentions the old code that it *used* to be set to, and if you try that code in the destroyed variant it actually works -only 2 random prototypes inside in this situation, though -remaining 25% is that the place will appear normal but be attacked by MAIN.C while you're there--see later gameplay notes -their prototype stash is locked up tight--the absolute only way in is to get the access codes carried by at least one of the Exiles (dropped as a data core); melee etc won't work (engine bombs, etc) -inside there's always a random selection of three different prototypes they've built (the others aren't around for whatever reason) -note that some of the prototypes (e.g. sentry turret) may appear in multiples -there's a machine which clearly has a place to stand and they can install their sensor system for you (more on that in gameplay) -also have at least one explosive machine (see Latent Energy Streamer notes) -there are spikey glowing things all over the main room, referenced in dialogue as one of DEC's projects -perhaps is working on a way to teleport the entire lab to space? (overkill...) -maybe is working with HEX on the "spacelab" he references in his own dialogue -what if you could do something here to "win" the game this early and end up in space, away from everything... -for example bring some allies in from elsewhere and survive/defend against the MAIN.C attack (would have to reign that in a bit) -anyway, just musing about what these spikey things are for, since there's no explanation given... -inhabitants -the "Exiles" are a group of three modified/special Tinkerers that have set up this derelict lab, originally out of the way but now the expanding Mines are encroaching... -they say the Imprinter kicked them out of Zion because she thought they were too nosy, and too smart, and would end up getting Zion in trouble one day with their experiments (obviously Imprinter did think they were too smart, and just didn't want them finding out about DEE stuff) -"ask around Zion and they'll tell you those Behemoths are from Warlord... The Imprinter put them there mostly to keep us out!" -modified how... -it'd be neat if they have good hackware which you can steal, assuming you want to start a fight and lose the sensor ability, but it could become an important way for hackers to start their run if too good... -ah, they just have weaker hackware but a *ton* of it xD (10x +5% hacking, haha) -EX-DEC should have an AWS weapon (maybe even a cool unique one unlike the other three?) -these are named NPCs: EX-HEX, EX-DEC, EX-BIN -see prototype art/label notes below for their personalities -there were actually *four* tinkerer Exiles, but EX-OCT was split up from them when escaping the caves, and didn't get rescued by Warlord, and they haven't heard from him since... -the fact that there are 4 could be referenced somewhere, but not mentioned much/in obvious places -OCT is the smartest of them (DEC mentions OCT in his death message) -one day could add what really happened: EX-OCT was basically kidnapped by some hostile derelicts who are forcing him to make them cool gear under close watch -so at some point you can find this lab/base and rescue EX-OCT, who will give you cool stuff for helping (this would be a pretty combat-heavy side quest) -lining the walls are a bunch of friendly Assembled, and when you first arrive they say "this isn't what it looks like" - have nothing to do with the assembled, but we are trying to learn more about them -there are a few assimilated 0b10 Haulers around that are used to ferry Assembled parts -there are also a few regular derelicts around who help with experiments and testing -Lightpack 2.0 lore refers to one of these bots :P -they could each have a little dialogue to flesh the place out -they're in a separate testing room -can have a few, with static names of "tester derelicts" who are taken from changelogs, those who've been finding bugs -ZX-C33 [zxc] -GM-J5T [GJ] -5L-KAT [Sherlockkat] -AM-PHS [Amphouse] -J5-HVA [Joshua] -W1-DM0 [Widmo] -DK-RAY [DDarkRay] - "Welcome to the tester's lab! Don't touch anything." -one reference to Raine, who is no longer with them: "That's RA-1N3's terminal, which we keep around as a reminder." "RA-1N3 was always up for doing crazy stuff, the only one brave enough to try out the Chronowheel, only to never be seen again." -maybe could suddenly come back later in some other area/time as an encounter? -maybe they refer to her terminal as "haunted," but when you get near it and hear weird messages, they can be decoded to give you clues on how to save her? like I'm thinking Interstellar here--she's caught in some other dimension/space -each of the bots is next to a terminal-looking prop of theirs, but non-interactive -honestly EXI could be a good place to have extra random bots and dialogue like in ZIO/WAR, just to give new players more info about the world... -for now there's a *single* random bot wandering around who gets a random line each time, mainly for fluff but more can be added as necessary -gameplay -if EXI happens to be on same depth as Assembled event, they might come to your rescue -50% chance if you've never been to EXI before, otherwise is 25% chance and the current other Guerilla assist is only 25% -one of them has an equipped part, "AS-neutralizer No. 17b," which automatically renders all assembled within X range UNPOWERED--they're actually out looking for specimens for their research -they know the assembled have something to do with Zion/Imprinter, but are still trying to work out the details... -"not of 0b10 construction, and their tech is weird... seems to be copying parts of other bots" etc -they say they were tracking them through their little tunnels -could have them come out of those tunnels behind the Assembled themselves (rather than the actual EXI exit), but I think it's probably better for gameplay if they come from EXI exit, depending on what it looks like -you can technically take the AS-neutralizer if you attack, only works on assembled (anywhere in world!), but not Golems! -whoever has this equipped causes an animated circle ping to go out every 5 turns or so, showing its range and that's when it takes effect (at intervals) -even when others have it equipped it's still animated, so player can see effect/signal going out -can use current machine ping system to animate, but with another switch that only animates those cells within player FOV -the ping brightness is much brighter for visible cells, darker for those outside FOV (b/c would look cool) -oh wait, can't do this, ties animation to effect and don't want to pause for this... -ah well, can use it for the activation animation, and the effect is just applied instantly (w/spot anim) -how do they deal with the demolishers in that event??? can't bring their own assembled b/c weak to demos, hm... -they'll also have to deal with any other enemies in the Mines... guess just make them really powerful -and actually the robots that come should be different from those who are back in EXI, just so don't have to make sure they survive and affect primary contents of that map dynamically -is not a Tinkerer but a combat friend of theirs... has EX resistance, could even have nice unique parts -name = 8R-AWN ("brawn," as the brawns to their brainy lab) -"8R-AWN's Armor" -his story (which you get if you meet him back at EXI) is that the Exiles saved him and put him back together again -also uses a pair of "8R-AWN's Boregun," a new type of unique derelict weapon -has targeting computer to offset boregun -hit% -invite you back to their place as they collect some Assembled and take them back via an assimilated Hauler -the Hauler has its own AI and does its thing (will exit properly later), but they don't wait for it -meh, that's a lot of extra complicated coding/testing--can instead just use dialogue and they say these particular assembled don't seem to have any new info to offer that they don't already have (so they leave them behind and take you) "but you look interesting. maybe they'll want to see you." later close to exit: "i can't promise they won't try to dissect you, by the way. they're weird like that" -another way to get to EXI: -5% chance that 8R-AWN will be in MAT at the same depth as EXI, traveling from one MIN exit to another, and if you see him on the way, he'll tell you to follow along and he'll lead you to safety -he travels through the MIN exit and heads over to the EXI exit -note the chance is higher (25%) if you've *never* been to EXI before -if you attack EXI inhabitants, the *Assembled* wake up and attack you while the Exiles themselves escape out the back exit (that exit's closer?) -of course if you attacked them in Mines they automatically consider you an enemy when you enter their lab -EX-BIN has a Deploy-a-Sentry in inventory and deploys it before running, to help cover their retreat -after you leave EXI, if you're hostile with them a Hero of Zion might attack you in MIN -for this reason among others, non-hostile MIN encounters avoid -8/MIN -if you destroy any machinery they will consider you hostile, but that particular trigger is ignored if the base is already under attack -even if you don't attack, there is a 25% chance that MAIN.C suddenly invades with Programmers+Hunters, and they run via their back exit all the same (there is a bit of a prewarning announcement though, b/c they have sensors scanning MIN: "EXILES: Incoming Unaware force detected on approach from Mines. Prepare for evacuation.") -Exiles etc disappear once they use the exit--you won't find them on the next map -this event won't happen on your first visit -brawn is at the entrance, first to raise the alarm: "we've got company!" -everyone retreats from the floor immediately except DEC first drops a turret, and brawn heads to a main intersection and says "I'll cover you all get out of here!" -first wave is smaller so he can handle it himself, after which he retreats, too -"no doubt there many more are coming" -more waves after that are big and continue to come--you'll get overrun if you stay -after escaping to the next map, there's a straggling Zionite who talks to you about the escape, providing some more context -even if attacked after you install via the machine, the sensor effect will still work throughout the game -"even if we have to leave here due to... unforeseen circumstances, it will continue to maintain contact with our remote relays/network" (or they could tell you this while they're escaping, during the attack--makes more sense) -when you arrive near the installer machine, they ask if you're interested in helping test their new system, a type of long-range communication that's hooked into 0b10's systems and will let you know when unaware are anywhere nearby "FarCom Aligner" (it calibrates to match your system) -animation: screen fills up with different sized scrolling data windows -they congratulate you at the end, when giving you the code -basically is the equivalent of having free sensor array with 20 range and max signal interpreter, and *can even spot all Hunters* -*only* works on 0b10-controlled maps! -even works in GAR! -cannot detect inactive bots (e.g. dormant) -so basically frees up two slots and you can't lose the data, although it doesn't work for non-unaware -only detects *combat* bots -scanner updates in *real time* so you always get their exact location! (better than scanning!) -Ents will probably update your records whenever they move (or it just uses a separate system in CMap) -Beta 7 kinda nerfed regular sensors a bit with expanded Watcher jamming, but this is an optional way around that :) -"we send you data extracted from their systems and transmit it to you, and you process that locally together with our algorithms to determine their precise locations!" -they think the system has probably been perfected, something they've been working on to avoid 0b10 combat bots and better carry out their research -but "there might very well be side effects" (they don't know), so they say if you're willing to participate you can get access to their stash of random prototypes they've worked on in the past -all those projects were put on hold while they try to figure out the assembled thing, as that seems to be a top priority -so if you willingly step into their install machine, they'll give you the codes to access their prototype stash -this is a random selection of those awesome unique items I was listing earlier -you can take their prototype stuff which is very OP with unique abilities, and build around it or save for later -stash probably just contains one item from the list, rare chance of two, and the rest of it uses some generic props that indicate it's scrap/clearly failed prototype/clearly unfinished prototype/or other more provocative stuff, like specific names! ex: "unfinished megacannon prototype" :D ... -Megacannon -Path Analyzer -Ambient Matrix Cloner -actually... would be really cool if these instead just used a random name generator and assigned the name to objects there--could create all kinds of fun stuff! -basically kinda like the seed name generator... -yeah, this could work okay, just need to make sure there are no repeat words used in the name (which is allowed in seeds I think?) -ideally probably want to have a new setting in items.xt that can make specific items off limits to the generator, like "Derelict Log," basically anything that produces weird seed names inappropriate for actual parts -can also add a list of new words that might work/be fun, like "Ambient"/"Cloner" from above -going to leave this bit out for now--quite a lot of work to perfect something like this -no, decided there are *three* random prototypes in there, and they say you can take any *one* (for this to work, have to check player inventory when they exit this map) -if you steal more prototypes, once you enter the main complex above -8 you get a message from them via farcom saying they're 1) rescinding farcom access and 2) going to see how you like having parts stolen! -from then on, any LOW/UPP/PRO caves you visit have random thieves that appear and try to steal your stuff -they appear randomly out of nowhere (out of view, though), and are *invisible* to sensors so you can't see them coming -they are special "Master Thieves" hired by EXI, with better stats/parts and hard to hit -the first to show in a given run has dialogue alluding to why they're after you -I like this approach because it offers another strategic trade: you can take all the prototypes if you want to possibly make the caves more challenging (this instead of keeping farcom and having trouble later in the research branches with dispatches) -if they manage to murder everyone in EXI using a powerful prototype, that's fine, too -they also suggest you stay away from the Research branches, since the signal could be picked up there, "but you're welcome to try if you really want to" -if you choose to step into their install machine... -get an animation like imprinting -"way to be a good sport, it'll be over in a moment..." -the fact that you have this ability is made obvious in the map view by a permanent green-colored range circle (*not* based on UI border color though) -for balance purposes, so that players don't feel compelled to visit this place early on b/c it's outright better... -can't imprint in Zion -"I can sense their tech [a mile away], get out of here before I'm forced to do something you'll regret." -if you enter the machine anyway it won't react and Zion will attack you under Imprinter orders -but they will still let you into Zion itself and you can get the other random items/benefits -if you enter TES/QUA/SEC, every so often there's an ALERT saying they've detected anomalous signals and are dispatching "interceptors" -these are fairly frequent and they have your exact location (due to the signals) -the bots that come after you are pretty deadly, too, even for fliers, because they're... Combat Swarmers! -these are *also* Intercept squads, and basically share the squad name with CPs -unlike CP intercepts though, these will only hound you while you're actually *inside* Research branches -"Combat Swarmer" name doesn't make much sense (that was just a meme), so going to call them Trackers, but they are still prototype Swarmers (use that ASCII/tile) -they are extremely fast, and carry an "Immobilizer," a low-dmg EM weapon that disables hover/flight propulsion for a long time if it hits you (doesn't have to hit that prop, just you--disables one per hit) -note it's ineffective against bots with Disruption immunity (make sure clear in the immunity description if necessary) -they also have another weapon of course, the signature Swarmer machine gun, although of course it should be a much better/deadly version, perhaps a dual-slot machine gun array :) -yeah, and it's fast to fire, too, like a dual-slot autogun -"Linked Autogun" (two guns together w/good aim) -Tracker always knows exactly where you are -when a Tracker finds you it calls in 2x CPs to that location as well -dispatch timer works as with CPs -Trackers are also invisible to regular sensors, like Hunters, AND are invisible to the Exiles sensor system as well! so you can never even see them coming -HONESTLY should probably change standard CP intercept behavior to include these guys as well, just to make that approach harder for fast bots as well? (DC etc) (wouldn't really affect the difficulty for non-fliers--just as hard really, or maybe even easier) -okay, after more consideration this idea is evolving: -*regular* intercepts are going to change their behavior as such: -send out 2 trackers, each from a random source (could happen to be same) -each that spots you calls in a CP -next intercept dispatch has *3* trackers, and so on -taking farcom into research branches results in "maximum security" -this is essentially like high security, but it locks down *immediately*, and each wave gets +1 ARC -also because it drains resources from neighboring maps, when you go to the next map it has -1 to all squad member counts (like having exited from GAR) -these effects not mentioned anywhere for now -maximum security will also be applied when coming out of GAR in ACC or if you take them all out, and when activating the Sigix exoskeleton -note CRM/RIF do *not* interfere with or remove this ability! (not border color, remember, plus it would be easy to cheese by just using a CRM/RIF in order to get into the RES branches safely) -also doesn't interfere with seeking help from W/R17 -part concepts for their stash: -NOTES: -the art for all these items should have its own style to reflect their common origin, even though very different -they integrate a 3-ASCII name "label" in all their prototypes, kinda like a stamp/seal that shows it's theirs -each one of them signs the prototype with the name of its creator -just the last three letters though, so HEX, DEC, or BIN, adjacent to one another and with bkg color to connect them -then even later some other unique parts that appear elsewhere in the caves or whatnot could have this same stamp and players could make the connection to where they originated! -items listed below are marked with their creator's name to lend them some kind of individually consistent personality based on prototype choice: HEX: smartest, also the most serious, kind of like their de facto leader, even though they all make decisions together (often skeptical of BIN's designs) DEC: generally interested in make impressive/awe-inspiring stuff, especially weapons (supportive of BIN's designs, and of course likes Warlord a lot) BIN: kinda weird/crazy, but therefore comes up with the wildest ideas -one of these prototypes can also be randomly spawned up in DEE as well! -interesting because the art will have their name labels so you know the origin... -it's because [REDACTED] -item is found just outside the wall, definitely gives people even more of a reason to visit -there are also a bunch of neat item ideas in the "post-1.0 stuff" section of the TODO which could've been considered for this, or added here later -"Potential Leg" [BIN]: an overloadable leg (should probably always come in a pair... maybe even 3) -they don't add support but become much faster (otherwise kinda pointless), like double speed -acts differently from the normal propulsion overload, so need to make that clear in the description... "not sure why 0b10 legs are all so slow; legs can be plenty fast, too!" -"Longsword +1" [BIN]: higher damage, faster, and also comes with its own targeting assitance! (a first for melee weapons) "HEX says the name is stupid, but I got the idea from an old book somewhere." "HEX: '+1 to what, I asked. The answer was "everything!"'" -"Flying Fortress v7" [BIN]: a multi-slot flight propulsion which although technically flying (so it can hop stuff) is actually a bit slower and has a lot of armor, kinda like Cmb. hover (also takes up a fair number of slots! like 4+) "what if a powerful robot could just quickly move in and hop over unimportant bots at the front of a confrontation and strike at the heart of their enemy? this question must be answered..." -"0b10 Alert Chip" [HEX]: a new processor that basically does the same thing as RIF for influence knowledge--gives it to you in real time -detailed values displayed in HUD as with RIF -basic alert level also displayed in label next to the active part, as a single character L/1/2/3/4/5/H -"Superbattery" [HEX]: just a massive energy storage unit (in the same vein as bottomless matter pit, except for energy) -Cogmind could use it as a great source for shields across combat, even with low power slots, and fliers would probably love it--lots of uses "I have no idea what we're going to do with all this energy." -"Modified TNC" [HEX]: a modified Transport Network Coupler that also shows what *parts* are in each hauler -to avoid clutter/annoyance: -lists them only when this toggleable processor is active -only lists parts for a hauler currently under the cursor (takes about 100ms to respond to avoid blinking up a list) -in kb mode, only appears if examine cursor is over the hauler (these behaviors have to be included in item descripion) -but for convenience, toggling it on should also just automatically show manifest for any haulers currently in view (for a duration) -"Chronowheel" [BIN]: a rudimentary version of the time-traveling device I want to add later (the terminal notes can also refer to the fact that they know something else exists out there, but were only able to obtain partial info) -is a device that when attached sets a reversion point (architecturally it's a save game), and while attached it slowly loses integrity until reaching 0, at which point it will automatically trigger and return everything to the state at that reversion point -despite being a device it's a destroy-on-removal part, so removing it prematurely destroys it and you can't go back (which might actually be what you want, if the results of time went in your favor) -if the device is destroyed externally it also has no way to revert--you're stuck in the current time -if you simply die it does not revert -"we'd have more data on what this thing might be capable of if most of our experiments didn't just disappear into the ether." -"Did EX-BIN have to build this device in the shape of a wheel? Absolutely not. Did he do it anyway? Of course he did." -would be funny if different bots (or more than one) sometimes commented on the other items, not necessarily [just] the creator -each comment could be marked by who wrote it -architecturally this special save will have to be remembered as being tied to this exact current run, will need to be removed if no longer valid, and will need to be a part of Steam cloud files -loading the save will also have to ignore any other issues it might cause for players... (fortunately I've been mostly maintaining the arbitrary save/load system, but maybe there is something else weird in there?) -another issue: what if they have *two* Chronowheels? (possible if they dupe it...) -going to ignore this and let whatever happens happen (it's "experimental" :P) -actually would be cool if the first *exploded* when attached a second though -the name refers to the wheel of time, and of course also the Cogmind wheel meme even though this isn't an actual form of propulsion :P -there is some kind of animated screen overlay effect while it's degrading, the intensity of which increases as it gets closer to reverting -shows a combination of lore, parts of map pieces elsewhere in the world, and item art--they flash by -would be fun to sometimes throw in little bits of lore that don't exist anywhere in the actual game... -also map pieces or art, even! so many possibilities here... -"Lightpack 2.0" [HEX]: a more self-contained storage unit with its own built-in internal power system and hover unit to generate lift -standard low coverage, high-integrity like normal storage units (so reliable for a while), but has super low mass (5), high capacity (20), and takes up two slots "1.0 crushed the first live test derelict when the internal power system failed. Fixed that for 2.0." -maybe there's a chance to instead spawn the actual Lightpack 1.0, which every turn has a 1/2000 chance to simply break down and explode into parts, dropping everything to the ground; meh, mostly pointless since no one would use it -"PSU Rigger" [DEC]: device that enables you to press '>' (or RMB on self) while standing on a power source to rig it as a proximity explosive that blows when enemies step on or even *adjacent* to it (only triggered when they *move*, so already adjacent doesn't count) -the item's name will instead appear with a "Rigged" prefix, like "Rigged Lgt. Ion Engine" -you can no longer attach it (would need a special block and msg for that) -can still pick it up and put it in inventory though -on the map, Rigged power sources will blink (fgd) -if Recycler picks it up and puts it in Recycling Unit, the unit explodes xD (that would be so awesome, gotta do it...) -using this ability requires/consumes 5 matter, a nominal amount mostly added for logic/lore reasons -needs to be in description -power sources exploded in this way does *not* affect your alert, but also does not give score -name is obviously kind of a computer building joke -could add some pre-rigged power sources as defenses near EXI entrance :) (can just give them the Rigged trait) -"Skeleton Box" [HEX]: if active, automatically hacks open nearby (0b10) doors that have an Open target -won't work on a few special ones, like LAB, but most doors automatically open! (need a trait to mark certain doors that shouldn't be openable this way) -meh, actually going to let it open *any* door! (although actually the LAB door doesn't have a hack target xD; but would work in AC0) -the opening is not quite instantaneous--you have to stay in the vicinity of the terminal for a bit -while it counts down (shows on-map countdown timer to 0) -actually, better than an onscreen countdown would be a part label "UNLOCK X" where X is # turns (this would help if they happen to have duped it, too...) -could switch it to double digits -main problem with this implementation is that it's not easy for game to update the number -also what if you're in range of multiple? just always unlocks closest first? still could be weird... -meh, could just let it get them all, label is better, but need way to effectively update -special sfx when it makes a remote connection, then a new blip sound for each turn countdown -if you exit range and come back it just picks up where it left off (store a counter in prop, probably in a trait) -test for this (and next item) can use DM test code -"Cloak of Protection" [HEX]: a CLOAK utility that in addition to its high value also has tons of coverage and acts like armor (+integrity) -"Supersonic Drone Bay" [BIN]: contains tiny 1x Trailblazer drone that has special propulsion whereby it can move extremely fast (allowed it to break the normal speed barrier) -great for mapping -immune to traps (via a new trait) -"Gui. Plasma Cannon" [DEC]: guided version of Adv. Plasma Cannon (b/c already have art in cannon_th :P) (also b/c looked cool back when I had that gui. bug) -high heat transfer guided weapon... -"we took 0b10's Adv. Plasma Cannon and made it way better by letting its projectiles path around objects." -"Latent Energy Streamer" [DEC]: -it's a powerful EM cannon which draws its power from a new layer on the map, "latent energy" -this is present in random spots, and more concentrated on machines (and doors!) -different maps have different densities of it -caves have little, and the machines there have none -disabled machines drop their latent energy over time -it ebbs and flows a bit, maybe moving, maybe growing, maybe fading (probably not going to do moving--too expensive) -explosions destroy it -with the LES active, you can actually *see* the latent energy -the sense range (16) is further than the actual energy-consumption range (12) -being able to see the energy means you can sorta use it like sensors to know there are machines outside FOV -when you activate it, there's an animation showing *both* ranges, as well as some kind of energy highlight -it's an EM explosion that can do up to 100 damage at its center (~4 radius, not too much falloff), though that's only if there's enough latent energy to draw on -does less if less energy -and of course firing it draws down that energy which would need time to be replenished -every time you fire, *you* are also corrupted, from 1~3% depending on the damage rating, so about 1% per 34 damage -when energy is drawn from a machine cell, the machine is disabled and explosive machines also have a chance to be destabilized, so they'll explode after a time -energy drawn from doors also breaks them, and reduces the amount of energy there until fixed -energy *can* be drawn through walls, so you can use this to destabilize explosive machines on the other side of walls to take out enemies (probably also happens unintentionally! FUN!) -regular random energy cells probably have about 1~5 lateny energy, while machine cells probably have about 5~9 energy (specific numbers and how they're translated to damage will depend on what's convenient, but choosing single digits in case want to display at some point) -the LES 'q' mode damage readout shows the actual damage it'll do if fired immediately (given current nearby energy) -there's also a part label showing "LATENT ###", where ### is the total latent energy within drawing range, if that'll be helpful -"YOLO Cannon" [BIN] -very powerful TH weapon, basically like a low-resource version of the Potential Cannon, but on firing it has a chance to destroy itself and take a bunch of your parts with it, and even a chunk of your core -handled as a percentage of your parts/slots, so that it's not quite so devastating to you at the beginning, but not something you really want to use in the late game -"Field Lobotomy Kit" [BIN]: multi-use disposable launcher that automatically assimilates any bot the projectile attaches to :D -comes with a significant accuracy boost, since really don't want to miss -doesn't work on bots that are immune to Disruption/rewiring, but works on everything else, including even prototypes I guess -has more than one use, and for that will have to update the behavior of disposableTrait so that it becomes an actual counter -shows a number next to it, and will also have to show up in the part label now! -ah, nope, can't do that for Sigix Terminator which is also guided... so going to have to be a separate type of trait indicating it has limited uses but is more than one... -or... actually can use the same trait but the part label only shows if it's not overridden by another! (low priority) -just called "USES"? "SHOTS"? "AMMO"? -3x uses according to the art I drew (if possible) (or at least 3 anyway--having 3 would match up better) -"why try to hack their system when you can completely disable their existing system and just replace it with a new external one?" -"XL Autogun Array" [DEC]: 4-slot KI gun array to take advantage of (encourage :P) ability to have 4 weapon slots around that depth -basically has its own targeting, too, so both fast and accurate! -guess it sucks that it wouldn't be able to gunsling though... can take that into consideration when deciding its stats --100 delay to make up for it -"no I did not just tape 4 swarmer autoguns together, these are completely different autoguns!" -"Deploy-a-Sentry" [BIN]: deployable "sentry" gun -basically implemented as stationary allied Ents, but have some armor and a weapon -b/c deployable, these "Ents" don't actually drop any parts on death -their weapon: "DAS Gun" is kinda like the Warlord Bouncer Hvy. Autocannon (can use that sfx) -the Ent name once deployed is a "DAS Turret" -pretty effective (otherwise mostly pointless to use the inventory space) -although they can't move, they share FOV with you, like drones -these would also have to be ignored for travel-to-new-floor purposes, and perhaps other ally checks, since they'd still be "allies" -drop them to the ground and they deploy as soon as there's no Ent standing over them (though you can pick them up before that point if you want) -could require '>' to manually start the deploy process, but I like the the ability to just automatically drop them and move on... (also makes it so that other Ents could theoretically use them on death if you put them in inventory?) -meh, just use '>' to activate, gives them a trait to activate when nothing on top of them -although "allies," you don't swap places with them (otherwise could move them xD), instead you squeeze past to the other side -not possible to "undeploy" them I guess (UI wouldn't work), so they're permanently there until destroyed -you can get several of these, seeing as they're disposable -should probably be disruption immune so that Programmers can't assimilate them? (actually that doesn't block them... need a new trait?) -or being "SPECIAL" would be enough? -"To be honest I think v2 needs to be undeployable." -"Autonomous Weapon System" [DEC]: multislot weapon system that automatically fires at the nearest target, and it doesn't take any time at all from you! -you *can't* actually fire this weapon manually, and it has its own timer between shots (maybe takes a bit longer?) -will need to make sure this particular weapon type is excluded from firing normally -architecturally this would seem to require a new object in the event processor! -can show its remaining time to fire in its label: "CYCLING ###" -current target it's going to fire at could have a cross trained on it? -two slots, mainly b/c the second slot is used as its computer and targeting (+accuracy! very good targeting) -the AWS series isn't quite yet perfected and can randomly break (like YOLO only doesn't explode :P) -this means their stats can otherwise be quite good without being easily gameable -has multiple versions by damage type: -"AWS/Thermal" (TH beam, short range but powerful - art based off beamcaster) -"AWS/Gauss" (KI gun w/good range - so... nice if you have longer visual range?) -"AWS/Autocannon" (rapid-fire MG-like cannon, very powerful - is actually a better version of Hvy. Autocannon) -"AWS/EX-DEC" - awesome riot gun, EX-DEC's defensive weapon (wouldn't be without one!) -these weapons live up to their "autonomous" name even more by requiring zero heat and zero energy (they handle it on their own) -matter requirements, however... well they could have a tractor beam effect? -actually we'll just assume it somehow generates its own matter, 0 cost! -"you can go about your business while this thing fills your enemies with holes!" -"this system (AWS/Autocannon) has been under construction as a gift for our rescuer, though we've been preoccupied by other projects in the meantime, so we only delivered part of it. they thought it was the entirety of what we had put together and loved it nonetheles. go figure. the expanded version mostly works now, and we've started experimenting with other models" -add a random Warlord lore to reference this as well -"got hvy. autocannon plans from those weird tinkerers down in the Mines" -they're weird, but they sure know how to make effective weapons -warlord saved them in the caves when they were exiled and offered them a place in his base, but they preferred to stick to their own, not wanting to become some "cog in a war machine" -the art uses Hvy. Autocannon but is different b/c Warlord uses their construction own style, but the general shape is there, and uses the same sfx (exiles only gave them plans, so they built them on their own) -"Firepult" [DEC]: launcher w/4x low-damage but MASSIVE heat transfer projectiles simultaneously fired over a small arc "0b10 bots are notoriously weak to regular old fire, but I think we need to start looking into something better than flamers" -considered a TH cannon, probably does its transfer via small explosions, so it can heat up an area too -comparable to Plasma Storm -"Trap Reconfigurator" [HEX]: device that remotely automatically reprograms *known* hostile traps (100%) -could be really nice when combined with structural scanner -mechanically wouldn't want certain trap types to be reprogrammed though, like alarms/ambush -should be selective, I guess--those will simply be *disarmed* rather than reprogrammed! -on that note, regular trap reprogramming should probably also disarm these instead, too! (don't go straight for the reprog default) -"their systems are not all that well defended, you know..." (other non-stash items needed for Exiles-related content) -"AS-neutralizer No. 17b" [DBH = made by all of them collectively] (utility) -"8R-AWN's Armor" [DEC] (EX resistance, strong so he can survive the Demos; 2 slots but practically *immune* to EX) -thick armor made of numerous plates that move to spread force evenly, but also have built-in heat sinks to avoid build-up -also gives some other resistances, too, just not as much as the EX -actually, that'd have to be a new part effect, so need to look into this... -check prototype terminal description after it's designed, b/c I wasn't sure at the time I wrote it -just give him multiple variants: /EX, /TH -TH version was built by HEX -"8R-AWN's Boregun" [DEC]: he uses a pair of these, quite effective -"EX Chip" [DBH] (the weak stacked hackware used by Exiles) -two variants EX Chip 1/2 for offense/defense -Tracker's "Linked Autogun" -Tracker's "Immobilizer" (animation could use a lighter/simpler form of lightning gun) (Exiles terminal also has some *fake* prototype entries, stuff you can't actually get! just for fun)