Allow wizards to turn dead players into skeleton minions#43714
Allow wizards to turn dead players into skeleton minions#43714slarticodefast wants to merge 2 commits intospace-wizards:masterfrom
Conversation
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Seems cool but three charges might be a bit low |
I'm pretty sure you can use the recharge spell on it |
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Unpopular as it might be, Smite spell will always hold the number one spot as my favorite spell. 3 Wizcoin equipment + 1 Wizcoin spell (recharge) is standard and commonly bought combo.
This comes with the '"""downside""" of Skeletons always being valid now, as they are extensions of the Wizard. Skeletons being thralls means that death isn't ALWAYS the end for the Wizard, as they can now help bring them back as well! |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Hello, I am back after reading #43730.
I have to agree with YoungThug. After seeing the new approach to the skeleton. These thralls have been re-contextualized in the role they serve. They feel more disposable, 3 charges for pre-nerf skeletons was completely reasonable. Sure they can grab armor, they have flash resistance and are space immune, and have 2 hands, they are by no means defenseless. But their disposable nature and association with the Wizard cannot be ignored, most people are willing to spend a few moments to stop something that could snowball into something catastrophic down the line if left ignored. It having the benefit of being rechargeable is good, you can in theory have unlimited skeletons. But raising the capacity to have the item stand on its own is important. If someone wants to buy the stone on its own without the recharge spell to save on 1/10th of their budget, they are spending 3 Wizcoin on 3 charges. That is a scam, and its over-reliance and expectation to have you buy another spell is not good! The stone should be able to hold up on its own as a purchase, this combined with the species tweak I think you should raise the capacity to be higher. |
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Wizard now conversion antag. |
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Like Scar mentioned, the recharge spell can be used on it to add more charges, same as for wands. So for 1 wizcoin more you basically get infinite uses. |
Yes, but in the case that I don't want to spend one extra Wizcoin for unlimited power, I believe that it should be able to still be worth a purchase by itself. Right now all of the Wizard's purchases can become renewable. This is great from an economical perspective. Especially for one Wizcoin, one Wizcoin for unlimited power is a steal. But it comes at the cost of feeling obligated to make an additional purchase to reach its highest potential. Unless you truthfully believe that 3 skeleton allies for 3 Wizcoin is a fair trade. Just know that it's competing against things like Staff of Animation (unlimited use simple mob familiars on a timer) and Smite (unlimited use obliteration w/ robe restrictions on a cooldown). Something can be powerful and disposable. It's ground not yet treaded for the Wizard currently. So we don't even know if it's bad idea or not! Just give it a reconsideration. |
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I guess to quote the Design document:
All of the potential power derived from the necromantic stone is banking on this purchase.
Raising / Gibbing the dead to do your bidding is powerful and profound. Hell, if you do it right maybe 3 skeletons is all you need if you get the right players!
I know this part is talking about individual purchases, so it's not quite applicable... but unlimited skeleton familiars as fast as Recharge can provide is absolutely dominating. Though at this point it doesn't matter how many charges the stone has, as infinity+3 is just as good as infinity+12. |

About the PR
Requires #43701 to be merged first
Adds a wizard relic purchaseable from the grimoire. When used on a dead player it will gib them, spawn a skeleton and transfer the player's mind to it.
The item is basically the same as in SS13. The name and sprite were taken from citadel station.
Why / Balance
Follow-up to the PR linked above. Emo brought up a lot of good points in that PRs decription on why closet skeletons are causing problems as a free antagonist and should be removed. But since I like the sillyness skeletons bring to the game I think this is a good way to keep them as a feature in a more purposeful way.
Skeletons should probably also be nerfed a little from a combat stats perspective, see #43711
Technical details
Spawns a new mob and transfers the old player to it, while gibbing the old body.
Added a missing filter check in the client-side PopupCoordinates that caused it to be ignored.
Removed a mistakenly added tag from the wand belt's whitelist that allowed it to hold any chameleon-copyable clothing item.
Media
Requirements
Breaking changes
ChargeSpellEventnow contains anEntityWhitelistinstead of a single tag.Wizard wands now use the
WizardRechargeabletag instead of theWizardWandtag to be whitelisted for the recharge spell.Changelog
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