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= Типы экзокостюмов =
{{JobPageHeader
Экзокостюмы разделены на три основные категории: Инженерный, Медицинский, и Боевой
|headerbgcolor = black
* Инженерные экзокостюмы как правило медленны, но обладают большим объемом батареи и могут легче проводить строительные или разрушительные задачи.
|headerfontcolor = white
* Медицинские экзокостюмы специализированны на быстром лечении и транспортировки членов экипажа.
|stafftype = EXTRATERRESTRIAL
* Боевые экзокостюмы хорошо вооружены, чтобы противостоять угрозам станции и другим игрокам. Из-за их мощи, они не могут быть построены обычными способами.
|imagebgcolor = #DDAADD
|img_generic =
|img = Shadowbeing.png
|jobtitle = Shadowling
|access = Whatever you or your victims had or have
|additional = Anywhere you can phase to
|difficulty = Extremely Hard
|superior = None
|duties = Enslave the filthy humans, ascend and murderbone
|guides = This is the guide
}}
Shadowlings are light-sensitive alien creatures from space. They are mainly defensive, but can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as a normal crewman (they can still enthrall like this!) but they have to take time to 'hatch' to unlock their full potential.  


''Значения "Защита": Brute/Fire/Bullet/Laser/Energy/Bomb''
While hatched, shadowlings will resemble humans with black skin, small horns, red eyes, and claws.
{| class="wikitable sortable" Border="1"; || style="text-align: center;"
|-
! Иконка !! Название !! Класс !! Здоровье !! Шанс отражения !! Защита !! Максимальная температура !! Информация
|-
|[[File:Ripley.png|center]]||APLU "Ripley"||Инженерный||200||0||Нету||20,000||Медленно-передвигающийся экзокостюм, обычно используемый для работы в шахте. В крайнем случае может быть использован для сверления дверей и стен.
|-
|[[File:Deathripley.png|center]]||Death Ripley||Инженерный||200||0||Нету||20,000||Админская версия "Рипли". Движется намного быстрее и экипирован УБИЙСТВЕННЫМ ЗАЖИМОМ (KILL CLAMP), который по большей части безвреден.
|-
|[[File:Firefighterripley.png|center]]||FireFighter Ripley||Инженерный||250||0||1.0/0.5/0.8/1.0/1.0/0.5||65,000||Тяжелобронированный "Рипли", имеющий практически непобедимое сопротивление к температурам и обладающий дополнительной защитой.
|-
|[[File:Honker.png|center]]||Honker||HONK HONK!||140||60||1.2/1.5/1.0/1.0/1.0/1.0||25,000||Тяжелый клоунский мех, которому требуется листы Бананиума для завершения. Может быть оснащен некоторым наиболее раздражающим вооружением, что встречается в игре. Если клоун получит один из таких мехов, то это БУДЕТ проблемой.
|-
|[[File:Odysseous.png|center]]||Odysseus||Медицинский||120||15||Нету||15,000||Очень быстро передвигающийся медицинский экзокостюм. Он страдает высоким энергопотреблением, когда создает реагенты используя Syringe Gun.
|-
|[[File:Gygax.png|center]]||Gygax||Боевой||300||15||0.75/1.0/0.8/0.7/0.85/1.0||25,000||Быстро передвигающийся легкий охранный экзокостюм. Обладает специальной способностью, которая очень сильно ускоряет его передвижения за счет его целостности. Эта способность не может быть использована при целостности менее 66%. Требуется алмаз для завершения бронированных листов.
|-
|[[File:DarkGygax.png|center]]||Dark Gygax||Тяжело-боевой (Heavy Combat)||400||25||0.6/0.8/0.6/0.5/0.65/0.8||45,000||Значительно улучшенный Гигакс используемый [[Death_Squad|эскадроном смерти]] НаноТрейзен.
|-
|[[File:Durand.png|center]]||Durand||Боевой||400||20 (35)||0.5/1.1/0.65/0.85/0.9/0.8||30,000||Этот экзокостюм более защищен, чем Гигакс, но движется медленнее. Может активировать режим защиты, который блокирует возможность передвижения меха, но увеличивает его защиту и шанс отражения. Требуется Ураниум для завершения бронированных листов.
|-
|[[File:Phazon.png|center]]||Phazon||Экспериментально-боевой (Experimental Combat)||200||30||0.7/0.7/0.7/0.7/0.7/0.7||25,000||Экспериментальный и админо-заспавненый мех с наибольшими защитными показателями. Обладает специальной способностью, которая позволяет телепортироваться через стены, двери, и другие плотные объекты, за счет своей энергии. Фазон так же может менять наносимый им урон рукопашной атакой между брут-уроном, огненным, или токсичным уроном.
|-
|[[File:Maruader.png|center]]||Maruader||Тяжело-боевой (Heavy Combat)||500||25||0.5/0.7/0.45/0.6/0.7/0.7||60,000||Высоко-бронированный боевой экзокостюм, улучшенная модель Дюранда. При "спавне" вооружен CS-L 'Solaris' Лазерной Пушкой (Laser Cannon), Баллистическими Ракетами (Ballistic Missile Rack), и Энергетическим Реле (Energy Relay). Высокие показатели защиты и здоровья представляют серьезную трудность в уничтожении меха. Может использовать функцию зума, двигатели для контроля космических полетом, и выпускать дымовые бомбы для скрытия своей позиции.
|-
|[[File:Serpah.png|center]]||Seraph||Тяжело-боевой (Heavy Combat)||550||25||0.5/0.7/0.45/0.6/0.7/0.7||60,000||Заказная модель Мародёра, используемая высокопоставленным военным персоналом.
|-
|[[File:Mauler.png|center]]||Mauler||Тяжело-боевой (Heavy Combat)||500||25||0.5/0.7/0.45/0.6/0.7/0.7||60,000||Версия Мародёра от Синдиката.
|}
 
= Construction =
The only objects capable of constructing individual mech parts is the [[Machines|Exosuit Fabricator]], however the machine can only be operated by those with an Id that has roboticist access. More important than the physical parts of the mech are the circuit boards required to build them as well, which can be quite difficult to obtain. Only the Odysseus and Ripley circuit boards can be acquired through cargo, the rest must be manufactured through Research and Development. The following is required to create most mechs:
#Metal and Glass for the Fabricator
#A chassis, arms, legs, torso, and head. (Some mechs have less parts than others)
#A Central Control circuit board
#A Peripherals Control circuit board
#If the mech is a Combat mech, a Weapons & Targeting Control circuit board.
#For light mechs, Metal for internal armor and Platsteel for exterior armor.
#For heavier mechs, Plasteel for internal armor.
#Heavy mechs require a specific armor layer, made from the Exosuit Fabricator in addition to the plasteel interior armor.
 
''Note: This list does not include weapons or equipment installed on a mech.''
== Assembly ==
Once every part is ready for assembly, follow these steps:
#Attach all individual parts of the mech to its Chassis.
##For the Fire Fighter Ripley, attach a Fire Suit to the Chassis.
#Use a Wrench to connect the hydraulic systems.
#Use a Screwdriver to active the hydraulic systems.
#Use a Cable Coil to add wiring to the chassis.
#Use a pair of Wirecutters to adjust the wiring.
#Install the Central Control board.
#Secure the mainboard with a Screwdriver.
#Install the Peripherals Control board.
#Secure the Peripherals board with a Screwdriver.
#If the mech is a Combat Mech:
##Install the Weapons and Targeting board.
##Secure the Weapons and Targeting board with a screwdriver.
#If the mech is a Gygax or a Durand:
##Install an Advanced Sensor Module.
##Secure the Module with a Screwdriver.
##Install an Advanced Capacitor.
##Secure the Capcitor with a Screwdriver.
#Install an internal armor layer. (Metal for most mechs, plasteel for others)
#Secure the internal armor layer with a Wrench.
#Weld the internal armor layer to the chassis with a Welding tool.
#Install the exterior armor layer. (Plasteel for non-combat mechs, Special armor for Gygax and Durand)
#Secure the exterior armor layer with a Wrench.
#Weld the exterior armor layer to the chassis with a Welding Tool.
#Add weapons and equipment to the finished mech.
 
= Operation =
Operating a mech can be difficult and confusing at first, but Mech Security is of upmost importance when operating one.
== First Checks ==
First, enter the Exosuit by either right-clicking on it or using the "Enter Exosuit" option in the "Objects" tab. Once inside, a new tab appears called "Exosuit Interface". Click on this tab and do "View Stats". Take the window that appears and move it to the side for reference and quick access. Perform the following steps:
*Go to the Permissions and Logging tab, and DNA-Lock the mech. This prevents any crewmember that isn't identical to the occupant from entering the mech.
*Under Permissions & Logging, '''Forbid''' Maintience Protocols. This stops unwanted locking of the mech through other players.
*Under Internal Airtank, Toggle the internal airtank usage. This airtank is massive and it is impossible to use it within one round normally.
*Under Permissions & Logging, '''Lock''' the ID upload panel. This prevents players from denying access to the mech by ID.
*Optionally, under Permissions & Logging, the exosuit's name can be changed. This changes the mech's visible name to other players. Be aware players cannot tell who is in the mech unless the occupant speaks.
The mech is now fully prepped and virtually impossible to enter by anyone that isn't the original player.
 
== Movement and Equipment ==
Moving the mech is as simple as moving normally, albeit the mech must be turned in the direction it needs to move before it can move, and any actions must take place on the tiles infront of it. Switching equipment is as easy as using the Exosuit Interface tab, accessing the Status window, and clicking the tool desired. It is noteworthy that '''all''' mechs are space-worthy, so walking out of an airlock is fine as long as the internal air tank is activated. Just don't slip and fly off into space.
 
''Note: Clicking the equipment that's under the Equipment tab will detach it from the mech; so don't do that.''


In general, using equipment costs some power from the mech's Energy Cell. The amount depends on what tool it is and how often it is used. In addition, having the lights on, turning, and moving also requires energy. Be sure to have spare cells or be nearby a recharging bay. Be aware that electrodes fired from tasers drain a mech's power cell by 200 points if they hit. (For reference, a mech's default cell has 15,000 points.)
Until they ascend, of course.


== Sustaining Damage ==
==Shadowling Abilities==
Whenever the mech sustains damage, the amount of damage taken is multiplied by the mech's armor ratings (See the table above) and then applied. However, mechs with high deflection chances can nullify strikes from blunt objects and reflect projectiles in the direction they came from. In the case of explosives, the deflection chance can lesser the effect of damage taken. A mech can take crippling internal damage if its integrity falls below a certain point, however this number is different for each exosuit.
Shadowlings have quite a few tricks up their sleeve, from vanishing to freezing the air around them. Below is a list of abilities that shadowlings can use.
All external damage can be repaired by using a welding tool on the mech with a help intent.
== Attacking ==
The art of neutralizing threats using robots.
*Non-combat exosuits must rely on their equipment to harm entities. For the Ripley, using the Clamp with a Harm intent does 20 brute damage, and this works especially well if the target is trapped by the mech. The Drill can also gib incapacitated players.
*The Odysseus can fill its reagent bay with toxins and inject players using the syringe gun, or inject them manually by stealing them with the mounted sleeper. Players that are inside the mech's sleepers are rendered unconscious and unable to eject themselves from the mech, so they are entirely at the mercy of the driver. Optionally, the occupant can unload players in the sleeper into space.
*Combat Exosuits can either use the weapons they are equipped with, which do respectable damage, or can physically attack their targets by being next to them and using the harm intent. Heavier combat mechs do more damage, and punching mobs can fling them back.
*Remember, mechs have density, so they are immovable by almost anything that isn't the singularity. Use this to corner willy assistants.
*Mech turning is a movement in and of itself. They cannot slide backwards.
*Mechs can only interact forwards. They can only melee the three frontal squares. You can still shoot people standing directly next to you by being clever. You cannot do anything to someone standing behind you.


== Auxiliary Equipment ==
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
All exosuits are equipped with a small range of basic equipment, including a Radio, Internal Air Tank and Floodlights.
! style='background-color:#DDAADD;' width='150px'|Name
*The radio can be tuned to any frequency needed, and acts as a station-bounced radio. If the occupant lacks a headset, they can turn on the speakers to listen in, and the microphone to automatically transmit whatever they say.
! style='background-color:#DDAADD;' width='150px'|Requirements
*The Internal Air Tank is massive, so it is advisable to always have it on. The only time it ever needs to be refilled is if it suffers a breach from internal mecha damage.
! style='background-color:#DDAADD;' width='150px'|Cooldown
*Floodlights can be toggled from the "Exosuit Interface" tab. They use a slight amount of power while active, so turn them off to conserve power.
! style='background-color:#DDAADD;' width='150px'|Description
= Maintenance =
When the mech takes damage, runs out of power, or new equipment becomes available, performing maintenance on the exosuit is a must, especially when repairing internal damage.
== Exchanging Power Cells ==
It is possible, instead of waiting for a mech to charge, to simply exchange power cells. This is usually much faster, but requires the occupant to exit their mech, so do it in a safe place. Or simply upgrade the shitty power cell it starts with with a hyper-capacity power cell with twice as much storage.
#Inside the mech, '''Permit''' maintenance protocols.
#Exit the mech.
#Swipe a roboticist-level ID on the mech.
#Initiate a maintenance protocol.
#Use a Wrench to undo the securing bolts.
#Use a Crowbar to open the hatch to the power unit.
#Use a Screwdriver to unscrew and eject the cell.
#Insert the new cell into the mech.
#Use a Screwdriver to secure the cell.
#Use a crowbar to close the hatch to the power unit.
#Use a Wrench to tighten the securing bolts.
#Swipe the ID on the mech again.
#Initiate a maintenance protocol again to stop the protocols.
#Enter the mech.
#'''Forbid''' maintenance protocols.
== Internal Damage ==
Internal damage happens when a mech becomes critically damaged. That is, once a mech's integrity drops below a certain point, it has a chance to take crippling internal damage that cannot always be repaired normally.
*'''Internal Fire''': The mech and the occupant take fire damage until the fire is extinguished. The mech will automatically attempt to extinguish internal fires if the temperature controller is still operational.
*'''Airtank Breach''': The mech constantly leaks airtank pressure into the environment. To repair, activate a maintenance protocol, open the hatch to the power unit, and use a Welding Tool to seal the airtank.
*'''Temperature Control Failure''': Internal temperature control fails inside the mech and causes the to be subject to heat changes in the mech and in the enviorment. To repair this malfunction, initiate a maintenance protocol and open the hatch to the power unit. Repair the damaged temperature controller using a screwdriver.
*'''Calibration Lost''': The mech will step in random directions until the calibration is restored through the Exosuit's status panel. This requires the mecha to remain immobile for calibration to complete.
*'''Short Circuit''': Damages the mech's cell capacity and charge over time. To repair, activate a maintenance protocol, open the hatch to the power unit, and replace the fused wiring with a cable coil.
*'''Equipment Damage''': Removes a random piece of exosuit equipment from the mech. Cannot be repaired, must be replaced.
{|class="wikitable"
! Name !! Internal Damage Threshold
|-
|All "Ripley" Models||60
|-
|Odysseus||35
|-
|Honker||60
|-
|-
|Gygax Models||35
!Hatch
|N/A
|N/A
|In order to utilize their full potential, shadowlings need to go through a little-understood evolution process coined as "hatching". They will form a chrysalis around themselves, which is impenetrable, and begin the evolution. After a few minutes, they will burst from the chrysalis, evolved and with a plethora of new abilities. The chrysalis will quickly decay before vanishing entirely.
|-
|-
|Druand||50
!Enthrall
|-
|N/A
|Phazon||25
|45 seconds
|-
|Of course, shadowlings are weak. They can easily be killed by a lightbulb. So, how does it fend off attackers? By enslaving them, like any good alien should! By getting close and rearranging the memories, motives, and physical form of the target, the target will become a "thrall", bound to the shadowling completely and utterly. Thralls can empower the shadowling with their own life force in addition to sharing a telepathic link with them and all other thralls.
|Marauder & Mauler||25
|-
|Seraph||20
|}
== Man-Machine Interfaces and Equipment ==
It is possible to insert a player's brain clamped to an MMI into a mech. This player can pilot the mech normally. Do note that MMI's inserted into mechas '''are not''' bound to any AI-based laws, asimov or otherwise, so they cannot be controlled.


Equipment can be detached from a mecha from its status window under the "Equipment" Tab. Pressing detach will place it under the mecha. To attach new equipment, simply click on the mech with the equipment in hand.
They have been known to drop dead in unusual circumstances.
= Equipment List =
Majority of what makes a mech a threat is how heavily equipped it is. Most tools fall into specific categories, however many can be attached to all mechs.
{|class="wikitable sortable"
! Icon !! Name !! Compatibility !! Power Usage !! Function
|-
|[[File:MountedSleeper.png|center]]||Mounted Sleeper||Medical Exosuits Only||20||When used on a player, loads them into the mech's sleeper. From here, the occupant of the mecha can inject the player with any loaded reagents from the Syringe Gun. Loading a player into a sleeper automatically injects them with 10 units of inaprovaline. Players cannot eject themselves from the sleeper and become unconscious once loaded.
|-
|[[File:SyringeGun.png|center]]||Syringe Gun||Medical Exosuits Only||10 (100)||Holds up to 10 syringes, can analyze almost any object to aquire chemical reagents to load into it, can synthesize reagents and prevent them from mixing, can launch syringes at players, and can use its reagents to inject players inside mounted sleepers. Uses 10 energy when firing, and 100 energy when synthesizing reagents. Can collect syringes from inside containers, and also stores any reagents in those syringes.
|-
|[[File:Clamp.png|center]]||Hydraulic Clamp||Ripley Only||10||Powerful clamp used to lift most objects into a Ripley's cargo hold, which can hold up to 15 objects. Can pick up almost anything that isn't nailed down, including lockers, crates, medkits, and other objects. When used without a harm intent, it pushes players out of the way. With the harm intent, it deals 20 brute damage to a player. Having an ore crate in cargo while mining with a drill will store any minerals drilled into the ore crate.
|-
|[[File:Drill.png|center]]||Drill||Ripley & Combat||10||A drill supposedly used for mining, however more often used to drill airlocks and walls apart to gain illicit access. When used on Rock at the mining asteroid, it can drill three tiles at once. Can also be used to gib mobs whilst they are standing still or incapacitated. Cannot drill through reinforced walls or indestructible items, such as the Nuclear Authentication Disk.
|-
|[[File:Diamond Drill.png|center]]||Diamond Drill||Ripley & Combat||10||An improved drill. This one can take down reinforced walls and drills faster.
|-
|[[File:MechaExtinguisher.png|center]]||Extinguisher||Ripley Only||0||Has a capacity of 200 units of water, and each blast uses 5 units of water. Clicking on a Water Tank will refill the extinguisher. It is advisable to carry a water tank in the Ripley's cargo hold to have a supply of water on hand anywhere. Extremely favorable when Xenobiologists release slimes.
|-
|[[File:MechaRCD.png|center]]||Rapid-Construction-Device||Engineering Only||250 (500)||This mounted device can quickly build or destroy flooring, walls, and airlocks from up to three to four squares away. Uses 250 energy when deconstructing, and 500 energy when constructing.
|-
|[[File:MechaTeleporter.png|center]]||Teleporter||Any Exosuit||1000||A versatile exosuit module that allows the user to teleport the mech to any location within view. Extremely high energy cost.
|-
|[[File:MechaTeleporter.png|center]]||Gravitational Catapult||Any Exosuit||100||Has two modes: S and P. S allows the mech to lock onto an object within view range and relocate it to somewhere else on screen. P creates an anti-gravity pulse at the tile selected, pushing all objects and mobs away from that location. Can be used to cause confusion, move people manually, and space people without touching them.
|-
|[[File:WormholeGenerator.png|center]]||Wormhole Generator||Any Exosuit||300||Generates a wormhole which flings anything that travels through it a short distance from it. If the wormhole turns orange, the exit point is jammed.
|-
|[[File:CloseArmorBooster.png|center]]||Armor Booster (Close Combat)||Any Exosuit but the Honker||50||While active, increases the mech's deflection chance by 15% and reduces incoming melee damage by 20%. Effective against [[Grey Tide|Grey Tides]] and mutants with telekinesis.
|-
|-
|[[File:RangeArmorBooster.png|center]]||Armor Booster (Projectiles)||Any Exosuit but the Honker||50||While active, increases the mech's deflection chance by 15% and reduces the damage of incoming projectiles by 20%. Effective against things armed with guns, like [[Security]], Syndicate Operatives, and Traitors.
!Hivemind Commune
|N/A
|2.5 seconds
|Shadowlings and thralls share a telepathic link through which they can communicate silently, undetectably, and at zero cost or cooldown. There may be ways to discern this behavior, but it is unlikely and for now all you can do is simply let their words flow past you.
|-
|-
|[[File:RepairDroid.png|center]]||Repair Droid||Any Exosuit||100||When activated, begins repairing the mech's integrity while draining large amounts of energy. Can also repair damaged temperature controllers and seal airtank breaches on the mecha.
!Glare
|Hatch required
|30 seconds
|Glare is a basic single-target stun. By forcing the target's gaze into its own, the shadowling can mesmerize a target for quite some time in addition to muting them.
|-
|-
|[[File:MechaPlasmaGen.png|center]]||Energy Relay||Any Exosuit||0||Uses no energy, so should almost always be active unless the area's power needs to be preserved. Wirelessly siphons energy from the surrounding powernet and APC's. Charges approximately 12 power per use.
!Veil
|Hatch required
|25 seconds
|Veil instantly puts out all light sources, mobile or otherwise, near the shadowling. They can easily be repaired, turned back on, or simply replaced. Rumor has it that some slime extracts have shown resistance to this, as well as fire-based light and glowshrooms.
|-
|-
|[[File:MechaPlasmaGen.png|center]]||Plasma Converter||Any Exosuit||0||Uses solid plasma sheets for generator fuel. Can supplement a battery charge or give a mecha some extra power in a pinch. Stores up to 40 sheets of plasma and generates 20 power per cycle. Consumes in fractional units of a sheet per cycle (numbers?). Be aware if the generator critically fails, it can start a plasma fire. It fills the nearby area with hot CO2 and a small amount of toxins.
!Shadow Walk
|Hatch required
|1 minute
|Shadow Walk lets the shadowling briefly enter the space between worlds to escape attackers. For four seconds, the shadowling will be invisible, move quickly, and be able to phase through all obstacles. Unlike the wizard's jaunting, holy water does not have an effect on this.  
|-
|-
|[[File:MechaPlasmaGen.png|center]]||Uranium Converter||Any Exosuit||0||Uses solid uranium sheets for generator fuel. Generates significantly more power per cycle then the plasma generator (50 as opposed to 20). Can hold approximately 15 sheets of uranium. Consumes in fractional units of a sheet per cycle (numbers?). It '''floods''' the nearby area with radiation and will spam the message "your clothes feel warm!" to the driver, but does not affect them.
!Flash Freeze
|Hatch required
|2 minutes
|Flash Freeze is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing in addition to having it continuously lowered, similar to a cryogenic sting. Targets will also be briefly stunned.
|-
|-
|[[File:CableLayer.png|center]]||Cable Layer||Ripley Only||0||Can load up to 1000 pieces of cable into its bay. When activated, places cables as the mecha moves.
!Collective Mind
|Hatch required
|30 seconds
|Shadowlings can draw upon the power of their thralls to enter a state of almost unstoppable power. Collective Mind lets them gain that ability - they send out mental "hooks" that latch onto the minds of their thralls, mainly a head-count, if you will. If there's enough (currently it is believed to be 15 thralls) then they will gain various abilities in addition to the ability to ascend with enough.
|-
|-
|[[File:MechaLaser.png|center]]||CH-PS "Immolator" Laser||Combat Only||30||Fires a laser projectile matching those fired from hand-held weapons. Cools down in 8 ticks.
!Blindness Smoke
|Hatch required + 3 Thralls
|1 minute
|By regurgitating a cloud of black smoke, shadowlings can disorient pursuers. This smoke will induce blindness in non-shadowlings, but heal shadowlings and thralls.
|-
|-
|[[File:MechaLaser.png|center]]||CH-LC "Solaris" Laser||Combat Only||60||Fires a heavy laser projectile that does far more damage than its lighter counterpart. Cools down in 15 ticks.
!Drain Thralls
|Hatch required + 5 Thralls
|10 seconds
|The shadowling will drain the life of all nearby thralls to heal for 25 brute and 25 burn. Damage dealt to thralls is split between all affected by the ability.
|-
|-
|[[File:MechaIonCannon.png|center]]||mkIV Ion Heavy Cannon||Combat Only||120||Fires an extremely large ion blast that is extremely effective against silicon units and other mechas. Completely ineffective against carbon-based mobs. Cools down in 40 ticks.
!Sonic Screech
|Hatch required + 7 Thralls
|30 seconds
|The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows, and stun silicons.
|-
|-
|[[File:MechaPulseRifle.png|center]]||eZ-13 mk2 Heavy Pulse Rifle||Combat Only||120||Fires a very powerful laser blast that can destroy walls and kill most humans in two to three hits. Cools down in 30 ticks.
!Spatial Relocation
|Hatch required + 10 Thralls
|5 minutes
|The shadowling instantly swaps places with any thrall in the world. Both parties are stunned for a brief duration.
|-
|-
|[[File:MechaTaser.png|center]]||PBT "Pacifier" Mounted Taser||Combat Only||20||Fires an electrode, much like those from hand-held tasers and energy guns. Can be used to rapidly drain the power of non-combat mechas or to non-lethally incapacitate players. Cools down in 8 ticks.
!Ascendance
|Hatch required + 15 Thralls
|N/A
|Shadowlings gain the ability to 'ascend'. ''Very'' little is known about this process, only that they become nigh-invincible, they gain terrifying new powers, and it is a process similar to hatching but without the protection of a chrysalis.
|-
|-
|[[File:HonkerBlast.png|center]]||HoNkER BlAsT 5000||Honker Only||200||Anyone who hears it without proper ear protection is promptly given deafness for a while and a seizure. This is why people shouldn't have built a Honker. Cools down in 150 ticks.
!colspan=4|Below is a list of abilities ascendant shadowlings are known to have used.
|-
|-
|[[File:Scattershot.png|center]]||LBX AC-10 "Scattershot"||Combat Only||25 Per Round||Fires a spread of 4 bullets. Highly lethal. Cools down in 20 ticks with a magazine capacity of 40 rounds.
!Annihilate
|Ascendant only
|30 seconds
|Ascendants, with extremely high telekinetic abilities, can easily cause someone's entire body to explode simply by directing a lance of mental energy at them.
|-
|-
|[[File:AC2.png|center]]||Ultra AC2||Combat Only||20 Per Round||Fires a line of 3 projectiles with slight spread. Knocks the target down when they are hit. Cools down in 10 ticks and has a magazine capacity of 300 rounds.
!Hypnosis
|Ascendant only
|45 seconds
|Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall.
|-
|-
|[[File:MissleRack.png|center]]||SRM-8 Missile Rack||Combat Only||1000 Per Round||Fires explosive missiles that can be used to destroy objects and players alike. Hitting something directly with a missile does 15 damage. Cools down in 60 ticks and has a magazine capacity of 8 rounds.
!Plane Shift
|Ascendant only
|N/A, toggleable
|An upgraded version of Shadow Walk, ascendants can simply enter the space between worlds at will at no cost. They use them as passageways, able to move from place to place extremely quickly.  
|-
|-
|[[File:GrenadeLauncher.png|center]]||SGL-6 Grenade Launcher||Combat Only||800 Per Round||A devious device that fires flashbangs for incapacitating crewmembers and potentially destroying the [[Blob]]. Cools down in 60 ticks and has a magazine capacity of 6 rounds. The variant, the SOP-6 Grenade Launcher, fires clusterbangs, consisting of approximately 12 flashbangs.
!Glacial Blast
|Ascendant only
|1 minute
|An upgraded version of Flash Freeze. It will stun for far longer, bring body temperatures to the point of no recovery, and almost instantly put people into near-critical condition from frost burns. Similar to its weak version, it does not affect thralls.
|-
|-
|[[File:Bananamortar.png|center]]||Banana Mortar||Honker Only||100 Per Round||If people killed the clown for growing bananas and leaving them all over the hallway, imagine how they're going to feel when the clown can launch countless numbers of them from the safety of a mecha. Cools down in 20 ticks and has a magazine capacity of 15 rounds.
!Vortex
|Ascendant only
|2 minutes
|Earlier it was mentioned that ascendants can use the space between worlds very easily. They can also do this offensively by simply tearing open a hole to this space. Anyone who steps into this hole will simply vanish into this space, never to be seen again. '''It is thought that this includes the ascendant, as they have been seen avoiding the portals they create.'''
|-
|-
|[[File:MousetrapMortar.png|center]]||Mousetrap Mortar||Honker Only||100 Per Round||Slightly less annoying than the Banana mortar in the fact that what it launches is also slightly useful. (Mousetraps can be used to make contact mines) Cools down in 10 ticks and has a magazine capacity of 15 rounds.
|}
|}


= Protips =
==AAAAAAAAAA I'M A SHADOWLING WHAT DO==
There are neat things about mechs that people should know incase they need to keep one alive or blow one up.
So you're a shadowling. Congratulations! Here's some pointers on how not to die from a lightbulb within thirty seconds.
== General ==
===Starting Off===
*All exosuits are spaceworthy. Likewise, all exosuits cannot alter their trajectories once they are free-falling in space.
You're disguised. You don't take any damage from lights and you are undetectable to any means short of godly intervention. You possess three abilities: Hatch, Enthrall, and Hivemind Commune. First off, send a message or two over the hivemind to see if you have any buddies - chances are high that you do. Assess your job's capabilities. Are you the captain? Feel free to grab some stun stuff to arrest people and then enthrall them - same goes if you're an officer or something. Are you an engineer? Build a stunprod and use that as well. Are you the clown? You're not clumsy, so use your banana peel to cablecuff people and do it too. Are you an assistant? Make use of the environment, using things like tables to stun or hinder people.
*If an exosuit has to replace air in its tank, a potentially lethal mix can be made inside atmos and wired to the port the mecha attempts to connect to, thereby rendering the air tank useless until it is drained and replaced with normal air.
 
*A mech's armor is a multiplier to the damage that is done to it. The Phazon, for instance, takes all damage times .7, meaning it takes only 70% damage. The Honker, however, takes extra damage.
There are multiple things to do from the start. Hatching immediately can work since you can easily enthrall people who rush into maintenance early for various goodies, or you can play it safe and try to get some thralls before that. It's up to you - you're the alien monster, after all.
*Mechs can be made immobile by initiating a maintenance protocol. Use an ID on the mech and start one. If the occupant has not disabled them, the mech is now assistant target practice.
===Post-Hatch===
*MMI's can be placed inside mechs to make them the driver. MMI's placed into a mech are not bound to any laws, however they are also not considered human to the AI. But what's the AI going to do? Bolt the doors that he can drill down?
So you've hatched. You have the rest of your abilities now - use them! Alert your fellow shadowlings (and thralls) that you're hatched over the hivemind, and make more thralls your first priority. You can't wear normal clothes, but you can still put on backpacks and headsets, which is an extremely good idea. If you're discovered by a group of people, use your defensive abilities to escape in addition to your thralls. If a single guy sees you, just glare at him, slap some cablecuffs on if you have them, take away his headset, and enthrall him. People who you enthrall '''cannot be turned back under any means''' and their new loyalty to you overrides all else. If you enthrall a nuclear operative somehow, they will serve you over their Syndicate friends. If you enthrall the captain, he will do much the same.
*Activating internals using the internals button above your health still works, and can be used if the air tank of the mech suffers a breach. Be sure to have an oxygen tank either in a belt, suit storage, or pockets.
 
*If you have a total bro with you, ask him to follow you around and repair your mecha as you fight. This way, it's almost impossible for you to die as long as he keeps repairs up or doesn't get hit himself.
Your priority is to gain fifteen thralls. You have the Collective Mind ability which will, after a short time, give you a count of how many thralls you have as well as the needed amount for ascendance. If you get fifteen thralls, use the ability and it will give you the Ascendance ability in a new tab. Simply use that ability and you've won - no need to escape on the shuttle!
*If a melee attack is deflected from a mecha, the attacker takes a small amount of damage.
===The Light and You===
*Mechs can't see emotes or deathgasps. You can play dead with the rest command. They might also not be able to see messages such as [John Doe] throws the flashbang (needs confirmation).
While hatched, the light is your worst enemy. You take extreme damage from even being in it, and burn-based stuff like flashbangs, welders, and lasers all hit harder. However, on the other side of the coin, the ''darkness'' is extremely beneficial. All wounds will heal. You will have a stun reduction. You have night vision and thermal vision as well, so not being in the darkness at all is a huge downside to everything about you. Use the darkness as your buddy in times hard and easy. The darkness will always give you a shoulder to cry on. He's a bro like that.
*Slimes and mobs "tend to" ignore mechs and have difficulty hurting them for a variety of reasons.
 
*Bombs at bombcap from point blank will turn any mech into a wreck.
 
*Destroying a mech will NOT kill the person inside. They only receive damage from the mech "exploding," not whatever you killed the mech with. If they have a bomb-resistant suit or a RIG on they will probably not even be downed. While the wreck can be pushed around standing "inside" of it gives an indestructible barrier they can fire out of with impunity. You will need to melee them immediately after.
==AAAAAAAAAA I'M A THRALL WHAT DO [[File:Shadowling_huds.png]]==
*Setting a welder to the harm intent will damage a mech. Setting it to help will repair. Don't mix this up.
So a shadowling mesmerized you by staring into your eyes (lewd) and now you're a thrall! What this means is that your primary goal and objective is to obey the shadowlings and help them at all costs. If you look in your tabs, you have a new one, Shadowling Abilities. In this tab is the Hivemind Commune ability, which lets you communicate on a silent channel with all other thralls and shadowlings. You're basically an [[Adamantine Golem]] in terms of where your loyalties lie -- utterly with the shadowlings. Loyalty implanted? Not anymore, the nanobots are dead. Wizard? Use your spells to help the shadowling. Traitor? Tough titty, if the shadowling wants your uplink you give it to him with zero questions asked. You have no free will.
*Mechs use not-insignificant amounts of power simply walking around.
 
*You can salvage materials from wrecked mechs with crowbars, wire cutters, welders, and possibly wrenches (air tanks, power cells, wires, modules, metal,etc.)
Keep in mind that many of the shadowling's abilities rely on damaging or manipulating you. Even by helping the shadowlings accomplish their one objective, you are sentencing yourself completely and utterly to death - there is no way around it. You may find yourself drained of half your life, used as bait, used as a bodyguard, or suddenly surrounded in the middle of a maintenance tunnel by Security officers who are trying to cave your chest in. Assume you're going to die because you are and there's no way around it.
 
As of right now, thralls cannot currently see in the dark as shadowlings can. That means you have to use your lights in the dark areas, so make sure you don't accidentally make a Kentucky Fried Shadowling with your PDA light. You do have one advantage, however: stealth. Short of attempting to loyalty implant you, there is zero way of finding out that you're a thrall. Use this to your advantage to do things for your masters. Keep in touch often.
 
Finally, you also have a HUD indicator above your head. A more intimidating version can be seen above any shadowlings, hatched or not. Your indicator signals that you are a thrall - only other shadowlings and thralls can see this. If you're killing someone with that HUD indicator, expect a ban.
 
[[File:shadowling_hud_big.png]]
 
'''This is the HUD indicator for shadowlings. These are your masters.'''
 
[[File:thrall_hud_big.png]]
 
'''This is the HUD indicator for you and fellow thralls. You obey the shadowlings.'''
 
==AAAAAAAAAA THERE ARE SHADOWLINGS WHAT DO==
So the shouts over the radio weren't wizard, ops, or blob, but shadowlings? Your work is gonna be cut out for you, soldier. Shadowlings are terrifying foes and can do much in their power to avoid you. They can even extinguish lights, save for fire-based sources and yellow slime extracts, and even then they can extinguish those fires. Don't get caught alone or you'll live out the rest of your considerably shortened lifespan in mindless servitude.
 
===Things you SHOULD do===
* Travel in groups
* Get burn-based weapons and lots of light sources (flares are good, so are slime extracts if xenobio is doing their job, and if all else fails botany can make torches)
* Carry flashbangs or flash powder grenades from security or the medbay
* Be extremely wary
* Avoid areas that seem unnaturally dark
* Don't fight anything alone
* Watch for suspicious activity
* Don't fight anything alone
* Be prepared for anything
* DON'T FUCKING FIGHT ANYTHING ALONE
 
===Things you SHOULDN'T do===
* Hoard the entire armory and secede from the station as your own force
* Run up to the shadowling and ask to be enthralled. Seriously, it's a dick move to everyone and the admins will ban your ass for it.
* Prowl the maintenance tunnels alone armed with your trusty screwdriver and PDA flashlight
* Refuse to talk or communicate - a silent vigilante, as proven by the mime, is the best vigilante
* Attack an ascendant
* Ask to be enthralled by an ascendant. They'll seriously just make you explode.
* Be near an ascendant
* Consider approaching an ascendant
* Look at an ascendant in a suggestive way
* Think about ascendants
 
===Is that a horrible wail in your pocket or are you just happy to see me?===
 
So you're in the maintenance tunnel with your group of vigilantes and ready to fight a shadowling. Suddenly you hear a horrible wail in your head and all the lights blow up. '''Not good.''' This means a shadowling has ascended. You're basically fucked over since all the shadowlings can ascend when one can.
 
===In Case of an Ascendant===
If you see an ascendant, it'll probably look something like this:
 
[[File:Shadowling_ascendant.gif]]
 
That guy just exploded.
 
===RUN.===
Run far and fast. There is no way to fight a shadowling ascendant. They are completely invulnerable to normal attacks, can phase through walls at zero cost, and possess a slew of abilities designed to make you and all you hold dear explode. They can make the air explode, they can make reality explode, they can make objects explode, they can make your corpse explode, they can make ''you'' explode, too, so run. They can instantly enthrall you, so run. Not that it'll do you any good since they move faster than you. They'll probably just make you explode like they did the seven guys before you it found. The now-exploded seven guys. Oh, and they also hit harder than an esword with their melee attacks.
 
You're probably gonna explode, too, so just accept it and hope they're either merciful, somehow friendly, or want to enthrall you.
 
Again, though, you'll probably just explode.
 
[[Beyond the impossible|Or maybe, somehow, you can kill it?]]


== Ripley ==
==AAAAAAAAAA RELEVANT CODE CHANGES==
*The cargo hold of the Ripley can hold up to 15 items. 15 Items is a lot. In fact, if you were to load bodies into a locker and put it into the cargo hold, people will probably never find them again. Or you can capture live people inside welded lockers and hold them captive in your impenetrable cargo bay.
* [https://github.com/tgstation/-tg-station/pull/8157 #8157 Shadowling (MERGE-READY!!)]
*The Ripley is slow as shit, so make sure the mech's massive size is put to use by trapping people inside small corridors. Otherwise, it's like taunting a fat kid with a candy bar.
* [https://github.com/tgstation/-tg-station/pull/8927 #8927 Shadowling Update I: Bugfixes and Minor Features]
== Odysseus ==
*The Syringe Gun can analyze almost any reagent and produce it at a cost of energy. However, it cannot analyze a select few reagents, namely Chloral Hydrate. Find another way to sedate people.
*The Syringe Gun can still manufacture highly lethal substances. When five of these substances are combined into 3 units each, you can kill people with toxins in 6 seconds or less. Lexorin, Synaptazine, Plasma, Mercury, and Radium are all good chemicals.
*The Syringe Gun can be made into a makeshift chem dispenser by analyzing reagents and dispensing syringes full of them. If chemistry is being a cock and asking for more plasma, analyze some and dispense syringes of it for them. Works well with Sulfuric Acid for the Research Director when medbay inevitably gets bombed.
*If you miss with the Syringe Gun, you can always pick the syringe back up and be refunded the chemicals that were put into it.
*The Syringe Gun can snatch syringes from containers.
*The Syringe Gun will automatically load equal proportions of all reagents present inside it. If there are 5 reagents, 3 of each will be loaded. If there are 10, 1.5 of each, and so on.
*Mounted sleepers take only two seconds to load a player into. Once they are loaded, they are completely at your mercy. Snatch up that SUPER HALK and see how he likes space, toxins, or both.
== Gygax ==
*A Gygax's Leg Articulators Overload makes it move faster than a black man with a purse, but damages the mech down to 66%. Use it when you need to get to a cry for help or get away from a jihadist.
*Research and Development and Robotics starts with 2 diamonds each. Luckily, this is just enough to make the armor sheets of a Gygax without divine intervention from Cargo or Mining.
*A repair droid and the Gygax's special ability make a good combo, but the Power to Repair ratio is pretty low. Make sure you have a very high capacity cell.
*The Gygax's punches do 30 damage.
== Durand ==
*The Durand's punches do a shitload of damage (40 points). They do so much damage that you can crit someone in three hits, and kill them in about five. Take advantage of this.
*The Durand is godly against melee and bullets, but still takes decent damage from lasers and energy weapons. Ensure to prioritize threats.
*The Durand's defence mode increases its deflection chance up to 35. The mecha is also tanky, so don't be afraid to take some damage. Find a good point where the enemy cannot get around the mech and keep them down with your weapons, while they shoot themselves with their own weapons.
== Honker ==
*The honker takes extra brute and fire damage. Avoid the detective, cargo, and assistants with flame throwers.
*The honker has extremely low health, so be sure to incapacitate anyone who is a threat immediately.
== Phazon ==
*Be a cock by changing your melee damage to poison and hitting random people.
*Phasing requires 200 energy per tick. Make sure you don't take too much time getting in, or you won't be able to get out.
*The Phazon has decent armor protection against all damage.
*The Phazon has low health for a combat mecha. Do not directly engage enemies with it. Instead, phase through a wall behind them and punch them with toxic damage.
== Marauder, Seraph, and Mauler ==
*The Seraph has the highest punch force of all mechas, at 55 damage. You can destroy a Ripley in three hits, and cripple most mechs with four.
*You can equip up to 5 items on the Seraph.
*Only those with a special Central Command access can enter a Seraph, so don't even try to disable and steal it.
*The Seraph has the lowest internal damage threshold of any mech, at 20%.
*The Mauler requires Syndicate access to operate.
*Using the zoom function allows you to see 12x12 tiles instead of 7x7 tiles.
== Equipment ==
*As previously mentioned, the drill can remove pretty much anything that's not specifically un-drillable from existence. Anything drilled with it will get it's contents deleted as well, so don't use it to open crates -- you'll just destroy them and everything inside it.
*The drill can remove floor tiles and replace them with space.
*The drill can get through just about any airlock.


[[Category:Space Station 13]]
{{Jobs}}
[[Category: Jobs]] [[Category:Game Modes]]

Текущая версия на 00:52, 11 мая 2015

EXTRATERRESTRIAL
Shadowbeing.png
Shadowling
Доступ: Whatever you or your victims had or have
Сложность: Extremely Hard
Начальство: None
Задачи: Enslave the filthy humans, ascend and murderbone
Гайды: This is the guide

Shadowlings are light-sensitive alien creatures from space. They are mainly defensive, but can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as a normal crewman (they can still enthrall like this!) but they have to take time to 'hatch' to unlock their full potential.

While hatched, shadowlings will resemble humans with black skin, small horns, red eyes, and claws.

Until they ascend, of course.

Shadowling Abilities

Shadowlings have quite a few tricks up their sleeve, from vanishing to freezing the air around them. Below is a list of abilities that shadowlings can use.

Name Requirements Cooldown Description
Hatch N/A N/A In order to utilize their full potential, shadowlings need to go through a little-understood evolution process coined as "hatching". They will form a chrysalis around themselves, which is impenetrable, and begin the evolution. After a few minutes, they will burst from the chrysalis, evolved and with a plethora of new abilities. The chrysalis will quickly decay before vanishing entirely.
Enthrall N/A 45 seconds Of course, shadowlings are weak. They can easily be killed by a lightbulb. So, how does it fend off attackers? By enslaving them, like any good alien should! By getting close and rearranging the memories, motives, and physical form of the target, the target will become a "thrall", bound to the shadowling completely and utterly. Thralls can empower the shadowling with their own life force in addition to sharing a telepathic link with them and all other thralls.

They have been known to drop dead in unusual circumstances.

Hivemind Commune N/A 2.5 seconds Shadowlings and thralls share a telepathic link through which they can communicate silently, undetectably, and at zero cost or cooldown. There may be ways to discern this behavior, but it is unlikely and for now all you can do is simply let their words flow past you.
Glare Hatch required 30 seconds Glare is a basic single-target stun. By forcing the target's gaze into its own, the shadowling can mesmerize a target for quite some time in addition to muting them.
Veil Hatch required 25 seconds Veil instantly puts out all light sources, mobile or otherwise, near the shadowling. They can easily be repaired, turned back on, or simply replaced. Rumor has it that some slime extracts have shown resistance to this, as well as fire-based light and glowshrooms.
Shadow Walk Hatch required 1 minute Shadow Walk lets the shadowling briefly enter the space between worlds to escape attackers. For four seconds, the shadowling will be invisible, move quickly, and be able to phase through all obstacles. Unlike the wizard's jaunting, holy water does not have an effect on this.
Flash Freeze Hatch required 2 minutes Flash Freeze is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing in addition to having it continuously lowered, similar to a cryogenic sting. Targets will also be briefly stunned.
Collective Mind Hatch required 30 seconds Shadowlings can draw upon the power of their thralls to enter a state of almost unstoppable power. Collective Mind lets them gain that ability - they send out mental "hooks" that latch onto the minds of their thralls, mainly a head-count, if you will. If there's enough (currently it is believed to be 15 thralls) then they will gain various abilities in addition to the ability to ascend with enough.
Blindness Smoke Hatch required + 3 Thralls 1 minute By regurgitating a cloud of black smoke, shadowlings can disorient pursuers. This smoke will induce blindness in non-shadowlings, but heal shadowlings and thralls.
Drain Thralls Hatch required + 5 Thralls 10 seconds The shadowling will drain the life of all nearby thralls to heal for 25 brute and 25 burn. Damage dealt to thralls is split between all affected by the ability.
Sonic Screech Hatch required + 7 Thralls 30 seconds The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows, and stun silicons.
Spatial Relocation Hatch required + 10 Thralls 5 minutes The shadowling instantly swaps places with any thrall in the world. Both parties are stunned for a brief duration.
Ascendance Hatch required + 15 Thralls N/A Shadowlings gain the ability to 'ascend'. Very little is known about this process, only that they become nigh-invincible, they gain terrifying new powers, and it is a process similar to hatching but without the protection of a chrysalis.
Below is a list of abilities ascendant shadowlings are known to have used.
Annihilate Ascendant only 30 seconds Ascendants, with extremely high telekinetic abilities, can easily cause someone's entire body to explode simply by directing a lance of mental energy at them.
Hypnosis Ascendant only 45 seconds Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall.
Plane Shift Ascendant only N/A, toggleable An upgraded version of Shadow Walk, ascendants can simply enter the space between worlds at will at no cost. They use them as passageways, able to move from place to place extremely quickly.
Glacial Blast Ascendant only 1 minute An upgraded version of Flash Freeze. It will stun for far longer, bring body temperatures to the point of no recovery, and almost instantly put people into near-critical condition from frost burns. Similar to its weak version, it does not affect thralls.
Vortex Ascendant only 2 minutes Earlier it was mentioned that ascendants can use the space between worlds very easily. They can also do this offensively by simply tearing open a hole to this space. Anyone who steps into this hole will simply vanish into this space, never to be seen again. It is thought that this includes the ascendant, as they have been seen avoiding the portals they create.

AAAAAAAAAA I'M A SHADOWLING WHAT DO

So you're a shadowling. Congratulations! Here's some pointers on how not to die from a lightbulb within thirty seconds.

Starting Off

You're disguised. You don't take any damage from lights and you are undetectable to any means short of godly intervention. You possess three abilities: Hatch, Enthrall, and Hivemind Commune. First off, send a message or two over the hivemind to see if you have any buddies - chances are high that you do. Assess your job's capabilities. Are you the captain? Feel free to grab some stun stuff to arrest people and then enthrall them - same goes if you're an officer or something. Are you an engineer? Build a stunprod and use that as well. Are you the clown? You're not clumsy, so use your banana peel to cablecuff people and do it too. Are you an assistant? Make use of the environment, using things like tables to stun or hinder people.

There are multiple things to do from the start. Hatching immediately can work since you can easily enthrall people who rush into maintenance early for various goodies, or you can play it safe and try to get some thralls before that. It's up to you - you're the alien monster, after all.

Post-Hatch

So you've hatched. You have the rest of your abilities now - use them! Alert your fellow shadowlings (and thralls) that you're hatched over the hivemind, and make more thralls your first priority. You can't wear normal clothes, but you can still put on backpacks and headsets, which is an extremely good idea. If you're discovered by a group of people, use your defensive abilities to escape in addition to your thralls. If a single guy sees you, just glare at him, slap some cablecuffs on if you have them, take away his headset, and enthrall him. People who you enthrall cannot be turned back under any means and their new loyalty to you overrides all else. If you enthrall a nuclear operative somehow, they will serve you over their Syndicate friends. If you enthrall the captain, he will do much the same.

Your priority is to gain fifteen thralls. You have the Collective Mind ability which will, after a short time, give you a count of how many thralls you have as well as the needed amount for ascendance. If you get fifteen thralls, use the ability and it will give you the Ascendance ability in a new tab. Simply use that ability and you've won - no need to escape on the shuttle!

The Light and You

While hatched, the light is your worst enemy. You take extreme damage from even being in it, and burn-based stuff like flashbangs, welders, and lasers all hit harder. However, on the other side of the coin, the darkness is extremely beneficial. All wounds will heal. You will have a stun reduction. You have night vision and thermal vision as well, so not being in the darkness at all is a huge downside to everything about you. Use the darkness as your buddy in times hard and easy. The darkness will always give you a shoulder to cry on. He's a bro like that.


AAAAAAAAAA I'M A THRALL WHAT DO Shadowling huds.png

So a shadowling mesmerized you by staring into your eyes (lewd) and now you're a thrall! What this means is that your primary goal and objective is to obey the shadowlings and help them at all costs. If you look in your tabs, you have a new one, Shadowling Abilities. In this tab is the Hivemind Commune ability, which lets you communicate on a silent channel with all other thralls and shadowlings. You're basically an Adamantine Golem in terms of where your loyalties lie -- utterly with the shadowlings. Loyalty implanted? Not anymore, the nanobots are dead. Wizard? Use your spells to help the shadowling. Traitor? Tough titty, if the shadowling wants your uplink you give it to him with zero questions asked. You have no free will.

Keep in mind that many of the shadowling's abilities rely on damaging or manipulating you. Even by helping the shadowlings accomplish their one objective, you are sentencing yourself completely and utterly to death - there is no way around it. You may find yourself drained of half your life, used as bait, used as a bodyguard, or suddenly surrounded in the middle of a maintenance tunnel by Security officers who are trying to cave your chest in. Assume you're going to die because you are and there's no way around it.

As of right now, thralls cannot currently see in the dark as shadowlings can. That means you have to use your lights in the dark areas, so make sure you don't accidentally make a Kentucky Fried Shadowling with your PDA light. You do have one advantage, however: stealth. Short of attempting to loyalty implant you, there is zero way of finding out that you're a thrall. Use this to your advantage to do things for your masters. Keep in touch often.

Finally, you also have a HUD indicator above your head. A more intimidating version can be seen above any shadowlings, hatched or not. Your indicator signals that you are a thrall - only other shadowlings and thralls can see this. If you're killing someone with that HUD indicator, expect a ban.

Shadowling hud big.png

This is the HUD indicator for shadowlings. These are your masters.

Thrall hud big.png

This is the HUD indicator for you and fellow thralls. You obey the shadowlings.

AAAAAAAAAA THERE ARE SHADOWLINGS WHAT DO

So the shouts over the radio weren't wizard, ops, or blob, but shadowlings? Your work is gonna be cut out for you, soldier. Shadowlings are terrifying foes and can do much in their power to avoid you. They can even extinguish lights, save for fire-based sources and yellow slime extracts, and even then they can extinguish those fires. Don't get caught alone or you'll live out the rest of your considerably shortened lifespan in mindless servitude.

Things you SHOULD do

  • Travel in groups
  • Get burn-based weapons and lots of light sources (flares are good, so are slime extracts if xenobio is doing their job, and if all else fails botany can make torches)
  • Carry flashbangs or flash powder grenades from security or the medbay
  • Be extremely wary
  • Avoid areas that seem unnaturally dark
  • Don't fight anything alone
  • Watch for suspicious activity
  • Don't fight anything alone
  • Be prepared for anything
  • DON'T FUCKING FIGHT ANYTHING ALONE

Things you SHOULDN'T do

  • Hoard the entire armory and secede from the station as your own force
  • Run up to the shadowling and ask to be enthralled. Seriously, it's a dick move to everyone and the admins will ban your ass for it.
  • Prowl the maintenance tunnels alone armed with your trusty screwdriver and PDA flashlight
  • Refuse to talk or communicate - a silent vigilante, as proven by the mime, is the best vigilante
  • Attack an ascendant
  • Ask to be enthralled by an ascendant. They'll seriously just make you explode.
  • Be near an ascendant
  • Consider approaching an ascendant
  • Look at an ascendant in a suggestive way
  • Think about ascendants

Is that a horrible wail in your pocket or are you just happy to see me?

So you're in the maintenance tunnel with your group of vigilantes and ready to fight a shadowling. Suddenly you hear a horrible wail in your head and all the lights blow up. Not good. This means a shadowling has ascended. You're basically fucked over since all the shadowlings can ascend when one can.

In Case of an Ascendant

If you see an ascendant, it'll probably look something like this:

Shadowling ascendant.gif

That guy just exploded.

RUN.

Run far and fast. There is no way to fight a shadowling ascendant. They are completely invulnerable to normal attacks, can phase through walls at zero cost, and possess a slew of abilities designed to make you and all you hold dear explode. They can make the air explode, they can make reality explode, they can make objects explode, they can make your corpse explode, they can make you explode, too, so run. They can instantly enthrall you, so run. Not that it'll do you any good since they move faster than you. They'll probably just make you explode like they did the seven guys before you it found. The now-exploded seven guys. Oh, and they also hit harder than an esword with their melee attacks.

You're probably gonna explode, too, so just accept it and hope they're either merciful, somehow friendly, or want to enthrall you.

Again, though, you'll probably just explode.

Or maybe, somehow, you can kill it?

AAAAAAAAAA RELEVANT CODE CHANGES


Профессии

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Командование Капитан - Глава Персонала - Глава Охраны - Главный Инженер - Руководитель Исследований - Главный Врач
Представители НаноТрейзен Агент Внутренних Дел - Офицер Blueshield
Охрана Офицер Охраны - Надзиратель - Детектив - Криминалист
Инженерия Инженер - Атмосферный Техник
Наука Ученый - Робототехник - Генетик - Ксеноархеолог - Ксенобиолог
Медицина Доктор - Парамедик - Химик - Генетик - Вирусолог - Психиатр
Обслуживание Уборщик - Бармен - Повар - Ботаник - Парикмахер
Снабжение Квартирмейстер - Грузчик - Шахтер - Мусорщик
Гражданские Ассистент - Клоун - Мим - Капеллан - Библиотекарь
Не люди ИИ - Киборг - Дрон - пИИ - Голем - Призрак - Мышка - Слизень - Халк - Борер
Антагонисты Ядерный Агент - Генокрад - Ксеноморф - Маг - Предатель - Неисправный ИИ - Культист - Космический Ниндзя - Вокс Налетчик - Шедоулинг - Абдуктор
Особые Отряд Быстрого Реагирования - Эскадрон Смерти - Ударный Отряд Синдиката - Ян