# exploration update collections
asset and content ideas dumping ground for explo update. seperated into "packs" a thematic grouping.
you should probably read this **AFTER** explo update
# content packs
assets from content packs are used in as many places as possible to maximise the value for our work. you make 1 simple antag dantrum and we shove it in as many generators and missions and the lot as we can. may have station parts to where oportunity arises
when talking about faction we mean specific entitygroup. anything from nightmares to insects to bloodcultists
when talking about sentient. any entity that's ghost/player controlled
### definitions and detailed explanations
* nest - a small ruin base that contains spawners for a given faction with thematic design for each
* swarm mechanics
* ambient mobs - mobs that spawn outside of a swarm event limited by popcap. exist to miander and be used by other events
* swarm mobs - mobs spawned by a event. usually a horde type evenet
* HP - the total "health" of a swarm once depleated a swarm is dissabled on the z-level
* awareness level - raised in diffrent ways based on factions. unlocking more things the swarm can do as it rises whilst in this combination with agression level determines how many units spawn and when assaults and horde events occur
* threat level - may be offset on faction type or a random initial value that modifies how agressive the swarm is. oscillates somewhat randomly in a sinewave. could add some more randomness to prevent predictable waves
* awareness and threat level combined when passing thresholds execute swarm events. the most generic would be, alerting ambient mobs to the location of crew and agroing them, spawning a wave, spawning a special mob
#### AP (Armored Points)
originally envisioned in apexes pack but highly versitile may be used in other places
AP - at its base AP is bonus health that goes over your base health blocking damage until exausted. the category of AP determines how its gained and operates
## vanilla pack
the base pack containing all curently implemented antags and things to be shoved into explo with mild alterations... for the sake of time
* ghost xenos and mob xenos are now 2 seperate things. idealy a sprite change to destingush them would also be nice
* **factions** -
* nightmare (same as event one)
* feral changeling (a standard ling without any equipment) (still sapient enough to not be animalistic)
* ghostxenos (from larva to queen) animalistic
* mobxenos (all 3 of them) animalistic
* romero zombies animalistic
* bloodcultist (a variation that does not have access to conversion rune)
* clockcultist (a variation that cannot travel to reebe, and has no conversion rune)
* demons - (slauther and laughter variety) animalistic
* wizards - (wizard costs 4 standard units, apprentice wizards. counted for 1)
* ninjas - (space ninja costs 4 standard units)
* syndicate (crew armed with gun and syndicate memorabilia simple as)
* animalistic - a faction that is considered nonsentient. some objectives exclude them (wont make sence for xenos to guard a nuke disk now would it)
* **major threats** -
* all vanilla threats currently in ruins
* romerol appocalypse - a lot of simple romerol zombies with a 5% chance for a ghost valid one to spawn
* **minor threats** - spawned singular instance with maybe ghost control to survie and conquer
* nest for each one of them + ghostxenos,mobxenos, mimites, spider unboxing)
* **spiders swarm faction** (moderate threat)
* the default template. moderate popcap. at high agression wave horde that b-line the explorers becomes avilable. awareness increases tiny bit when a spider has been targeting a crew for 10s every 10s
* **mobXeno swarm faction** (very dangerous highthreat)
* lower volume higher threat. at high awareness can (spawn sentinel or hunter). at low HP spawns a praetorean at depleated HP spawns a queen...
awareness increases tiny bit when a xeno has been targeting a crew for 5s every 5s or when a crew gets hugged by the ambient eggs
* **vanilla missions overhaul**
* blackbox - no change we hope the expanded z-level variety and threat makes it better
* artifact - no change
* nukedrop(base) - no change.
* nukedrop(elite) - hard version of nukedrop spawns a selected group of hostile sentient faction 2-4 (exept animalistic) members based on threatlevel. with one of them holding the disk (reverse nukies)
* rescue - rescuee spawns in a pod preventing damage to the body prior to ghost joins. they also get 1 minor weapon to have SOME starting chance. if no ghost joins. o well. now its a nugger rescue
* enemyhunt - based on difficulty spawns 1-3 units of a given faction (no wizard or ninja have some mercy)
**biomes**
* lavaland wastes
* asteroid fungal cave
## economica pack (doesnt actually utilize anything from economica)
missions and content themed around economica logistics and "lore"
* new incidnet mission set (incident missions trigger on their own and failure to fuffil them results in negative effects for the station)
* the tanker shuttle is a new station shuttle that in standard gameplay does not appear. it may be targeted by incitents that target the cargo shuttle. when blocked it prevents atmos pumps from working blocking gas acquisition
* the plasmoil pump - a portable pumpjack designed to drill and extract plasmoil it is where the station is getting its plasma supply... does not --exist ingame for most of the time unless an event triggers that endangers it. if its destroyed due to any incident the station's atmos plasma tap will cease working (it is more usefull with economica)
some entities are interested in the destruction of the plasmoil pump, ashwalkers are intersted in the destruction of the plasmoil pump
* plasmoil pump relocation -
generates a z-level with a plasmoil pump. the prospectors must unanchor the pump. collect it and delvier it to another predefined z-level on specific coordinates. both zleveels are guaranteed to be of moderately high to extreme hazard rating.
* plasmoil pump protection -
generates a z-level with a plasmoil pump. a swarm event will after 10minutes activate and actively target it. protect it until the swarm's HP is depleated.
## dedicated missions pack
missions now exist in 2 variants. dedicated (where a mission spawns its own z-level. like all vanilla missions), ambient (the mission consits of fuffiling a more generic goals while doing other missions and mining. usually easier and in the background).
* sample collection(ambient) - collect droppable items from [selected biome] and give em to cargo to "sell".
* data collection(ambient) - scan [X] fauna with the science scanner and log it. sci get free points
* population control(ambient) - hunt [X] number of fauna from [selected biome type] OR [selected faction type]
* outpost restoration - a small 1 room building containing machines of various departments APC and a outpost core. badly damaged and usually breached. with at least 1 [type] of [minor or major] threat still residing inside. clear and restore the usually varying requirments the outpost core has varrying between (must be in an enclosed designated area,area must have habitable atmos,Xmachines must be operational, power is required). z-level has elevated chances to have a swarm in it so we sudgest a dedicated engineer repairing while explorers protect. outpost requirments are provided at mission briefing
* outpost construction - outpost core is provided via cargo shuttle it has a given set of requirments (must be in an enclosed designated area,area must have habitable atmos,Xmachines must be operational, power is required,must be built on the requested z-level). z-level has high chance of swarm activities. dedicated engineer and/or security assistance is recomended. construct a building that fits the outpost core's requirments activate and leave
* assault(high tier) - spawns a group faction *nonanimalistic* (based on threat level) hostile members kill them all. enemies may spawn in a special structure they can fortify based on mission difficulty
* swarm cleanup - spawns a z-level with a swarm. it has higher than usual HP. depleate its HP... pack heavy weapons
* nest destruction - a larger (or multiple stacked together) version of the ambient nest structures containing various factiongroups. is located at a given Z-level. kill the entities within
* blackbox retrieval. elite - the task is simple. communication NT property was lost. travel to it and identify the issue. treverses into a high to incredibly high threat z-level. and locate the blackbox. bring it back to NT
* restoration operations(moderate) - a station/cruiser has been found to be in a restorable condition. the z-level will spawn with a special damaged power room and proper wiring. restore the power and use the command concole of the station/ship. at higher threat the cleanup of hostiles to a low volume may also be requested
* restoration operations(elite) - same as above moderate there is now a secondary tactical area that must also be restored usually fancy machines that need repair and smashed APC spawns on moderately high threat levels
* restoratio operations (brutal) - same as elite. but the predefined power room is ruined requiring vastly more extensive repairs or to just make your own power spawns on very high threat levels
## supercruise pack
offstation events and missions. supercruise combat strongly recomended
**events**
* ambient pirates. small pirate ship is patrooling around harrasing the cargo shuttle. some imports are lost. exports give ~80% of value. the ship is NPC controlled and will fight back if aproached. ghost roles will be given to defend it when interdicting
* antag support (a variation of antag spawn). instead of crew becoming new antags new antags spawn with their own ship. they act as standard antags otherwise however they lack crew ID's and status
**missions**
## lavaland biomes expanded pack
all dangerous biome fauna may spawn as minor threats on z-levels. both space and terrestrial creating mixed flora on terrestrial maps
* fungal forests - simple and basic. mobs and plants in this biome tend to contain/spew couds of/inject toxic chemicals also contains medicinal fungi. fauna themed around fungus. 101% of drug addiction
* ethereal forest - glowing and electrostatic flora. plants that harvest bio batteries, shoot electric arcs and emp charges. no native fauna
* oozing fields - oozing plants with fruits full of juicy regen slime and deadly slime ooze. it is here where the slimes call home. alongside oozeling'like carbon and mob abominations. entties here are themed around the standard properties of slimes and oozelings (fireproof,toxic,some splitting upon death. bring a fire extinguisher)
* tendrilous (high danger) - biome themed around the tendrils of lavaland. contains elvated volume of agressive fauna and feral(NPC) ashwalkers alongside a few *fleshmassess*. also spawns more than usual tendrilspawners
## lavaland depths pack (extreme difficulty)
on high threat level z-levels the depths biome may spawn.
* the flesh - a cavernlike biome where all stone is replaced with FLESH. the floor isnt any less squishy. z-levls with this biome are GUARANTEED to have a flesh swarming type. witch means endless swarms of fleshy abominations spewing in irregualr intervals. ores here are found at AMAZING volumes and better qualities
* new major threat flesh - spawns fleshdecour&walls and flesh monsters inside structures
* new nest structure tendril segment - bulbus flesh mass that spills out a few flesh entities when aproached to close. contains loot inside
* new swearm type flesh - popcap is slightly lower than usual, killed flesh entities increase awareness alongside breaking flesh walls, when a flesh entity dies it attracks other flesh entities within a radius. when a player dies awareness is reduced, awareness lowers overtime. flesh entities dont have spawners but they spawn frorm the walls across the z-level to spawn new flesh entities. the flesh swarm HAS NO HP TO DEPLEATE AND NO AGRESSION CAP YOU CANNOT DEFEAT THE HORDE
* on the topic - flesh entities. all flesh entities are "blind" only attacking entities within 3 tiles. when hurt they emmit signals that make other nearby flesh entities to approach. however once they lock on you must be more than 9 tiles away for around 20 seconds to loose them. all flesh entities regain 1hp/s
* Neutroflesh - large, slow heavy hitting(20) and tanky(300hp)
* NK fleshluas - fast at low HP(75) but they deal a lot of damage(30). randomly spit chemical bullet(10dmg) when locked on. upon death in 1-5 gibs itself and spawns 3-5 antibodies
* antibody - tiny. very fast, dmg(5) HP(5) slows down target upon hit
* flesh lymphocyte - extremely slow, high HP(30) upon agression spawns antibodies at semiregualr intervals (5-10s) that agro onto the target the parent agro'd on.
* megaphage(boss) - massive, slightly faster (600hp) (30dmg). only 1 can spawn per swarm z-level
* new onstation event - flesh meteor. spawns a meteor that IF it hits the station spawns 1-2 flesh entities. comes with a 5 min station alert
* new ruintype fleshnest (a more chaotic ruingen set obviously it can only have flesh as its core threat)
* new faction the flesh (animalistic)
## the apex pack
apexes are megafauna tier ghost ghost controllable entities. their purpose is to be a MAJOR rare hazard and the target of a special new high tier mission
* Adaptive armor - all Apexes unless stated otherwise have **beast AP**.
* beast AP - has a 30s counter that resets to 30s whenver the holder takes dmg. when it reaches 0 beast AP begins to heal at 5ap/s
* new elite explo mission apex HUNT - locate and terminate a ghost controlled apex on a predefined z-level
* new nest structure apex nest - containing 1 dormant apex and high tier loot. the apex is given to ghosts when awakened by someone breaking the nest open
* new extreme tier bonus threat wandering apex - spawns a wandering apex. very dangerous. expect only on high threat z-levels
* apexes - severeal species of extremely powerfull and dangerous entities on par with megafauna. all apexes share the properties of
**howl** - informs the apex of the rough location of creatures around it via pings on the edge of its screen. whilst all players on the map are vaugely alerted to its location in the same manner
**devour** - simular to the space dragon's ability to consume corpses to heal. devour deals 300dmg to a carbon and moderately damages all organs on it when used on a dead carbon healing 150hp. cannot be used on carbons that have 300 or more damage on them OR are husked. when used on simplemob corpses it just devours them healing hp equal to the simplemob
* blind apex - an EXTREMELY strong and durable apex that is however blind and relies on hearing to hunt. it is slower than normal player speed but it wields abilities to catch up to its targets once it locates them.
hp400, AP(armor points)300, strong blunt and burn armor, all grabs are instant tier 2, can force doors open nearly instantly
* lunge - rapidly lunges at target location. if an entity was intercepted along the way it slams them on the floor for 15dmg and stuns them
* charge - charges in a given direction slaming and throwing asside anything that it hits
* slam - must target a specific entity. entity is instantly slamed on the ground for 30dmg stunned and tier 2 grabbed
* spider apex - a large slow 100legged abomination that relies on webbing entire regions to locate and entangle its prey. when a web on the z-level has been moved trough or destroyed the apex is alerted to its general direction in the same way as a howl
hp-250 ap-150, very slow outside of webs but normal speed while on a web, moderate brute armor low burn armor
* spin webs - quickly spawns a 3x3 region 1 stack of webs
* web surf - moderate cooldown charges a direction whilst spawning 3x3 webs with every step
* webhook - a lingwhip like ability
* enweb - shoots a projectile that if it hits a entity it restrains both hands and plants a webbola severely slowing them down. they must resists for 10s or have someone else remove the "webcuffs" same with the webbola
* apexpack - a pack of strong predators that individually are strong but not worthy of the title of apex. together however they are a dangerous hunter pack. (when apex mission spawns with pack apex if not enough ghost roles are picked switch to another apex type). the team wields telepathic communication with each other and they know each other's locations at all times via the syndihardsuit ally display. spawns 3-5 based on the mission difficulty
hp-200 ap-100, light blunt and burn armor,
* lockjaw - hit target wtih ability for 20dmg and a instant tier 3 grab. drag your prey to your friends
* revive ally - revives dead friendly back to 50hp has a 5m cooldown
* necroapex - relatively weak and small apex. a humansized parasite wielding the ability to resurect and control the dead whilst waering a carbon like a skinsuit. even without its cohort of corpses and fleshsuit it is not to be underestimated. its abilites are not on cooldown but on a recharging plasma resource of 200
hp 150 ap-50 (slowly heals when wearing a corpse instead of the devour ability)
* deathtap 20 - heals a corpse of 100 of its damage if the damage is less than 200 rise the corpse. the corpse can be controlled via middleclick point commands, point tile to move to point entity to attack point self to follow
* parasitize 75 - enters the corpse. if its to damaged healing its damage till its revivable and then healing 50 otherwise just heals 50. the parasite controls the body perfectly. the body slowly heals at the cost of reduced plasma gain
* lunge - act like xeno hunter lunge the parasite lunges at a location if they hit someone they they knocked on the ground and momentarily stunned
## necrosis pack
* new status effect necrotic dust - has a max value of the max hp of the entity its on. when the value is at 50 or higher on a dead entity resurect the entity as undead. the entity's health no longer matters when it comes to its mortality if the dust value reaches 0 the entity dies instantly. the entity gains dust passively at 2 per second and looses dust by taking damage equal to the damage taken.
the entity is now attracted to other entities living or dead and will attack the living. every 5s an entity with dust checks for other dead entities in its 3x3 vicinity and transfers 20 dust to up to 7 at once less if it cant afford the full transfer. it will not transfer further dust if its own dust volume is at 50 or less
has a 1% chance to offer a newly risen body to a ghost player for the special and rare sentient corpse
* corpses - the entities that have risen via the dust. corpses are 25% slower than their living counterparts cannot enter crit and have reduced vision (if player apply nearsightness) (if npc. limit agro range to 4 tiles) corpses ocassionaly wander around picking a random tile within a 30 tile radius and slowly moving to it. if they spot a dead entity they will go and stand near it to deposit dust. if they spot a living entity they will agro on it. corpses do not need heads, corpses regrow limbs at the cost of 20 dust per limb (will not regrow limbs if dust is at 50 or lower)
* new station event necrotic infestation. if there are enough bodies. applies 50 dust to 2-6 corpses based on playerpop. no station warning
* new core and minor threats - corpse infestations - spawns corpses of humans and lavaland fauna with enough dust to resurect
* new nest structures dust pods - full of a few corpses that agrovate and spill out when aproached. it is smaller structure than other cocoon
* new swarm faction corpses - spawners are replaced with a large volume of random bodies, swarm uses 100HP to infuse 100 dust into a body to rise it. HP passively heals at 5 per second per living corpse on z-level, agression level increases the rate at witch corpses rise, higher the awareness the more frequently the corpses bline living crew
## insectoids pack
a race of silicon based insectoids that eat ore. weak and pathetic ore pinatas that however come in massive swarms
* silica insects exist in diverse casts most are the weak variant but few exist as larger and stronger variants and there is 1 royal variant for swarms. all silicas exist in variations of all ores and drop that specific ore upon death. larger variants drop more. the diffrent ores provide diffrent minor stat changes and properties
* iron (common) - light blunt armor
* copper (common) - light burn armor
* plasma (very rare) - tiny explosion upon death. the ore is spawned after it explodes
* silver (rare) - moderate blunt and acid armor slightly increased damage
* gold (rare) - slower, moderate burn and acid armor
* titanium (very rare) - heavy universal armor, moderately slower, moderately more damage, occasionaly reflects lasers
* uranium (very rare) heavy universal armor, moderately slower, inflicts poison daamge at 50% of the damage it dealt
* diamond (extremely rare) heavy universal armor, heavy boost in damage
* bluespace crystal (extremely rare) has teleport ability for ghosted insects. teleports randomly for npc
* gibtonite (unfathamably rare) - make a wild guess
* bananium (no) - no
* new core and minor threats - wandering insects. free pinatas. more and higher variants at higher threat levels. you may even find a wandering queen
* new station event silica meteor - spawns one or a few meteors that spew out some silica insects upon impact. ranging form a group of basic silicas or singulars of larger tiers. comes with a 5 min station alert
* new nest structure. a silica coocon full of a entire clowncar of tier 1 and higher silica insects (spider unboxing and ore payday)
* new swarm faction silica insects - operates pretty vanilla to the base swarm preset. at high awareness level stronger ghost controlled special silica variants may spawn
* new apex - juvenile silica queen 600hp 300AP (this one can be quite dangerous if it gets onstation)
* can consume any ore/material to heal if at FULL hp gain AP overflow up to twice the standard AP
* deals 20dmg on hit. and is quite slow (xeno queen speed)
* devour ability operatse inverse to normal (it can only devour IPC's and borgs and not organics)
* can lay silica eggs at the cost of 5 HP. theese eggs slowly grow into larve (nonghost controllable) that grow into generic silica insects that follow the queen and accept point commands (point location to go to. point to self to follow point to entity to target attack) (up to 6 may live at once)
* lay special eggs at the cost of 50 HP theese eggs grow into greater larve that ask ghosts to inhabit/wait for ghosts to inhabit. and grow into the special silica variants (up to 2 may be alive at once)
* the egg units limitation is lifted IF she's onstation
## station events pack
what you think the station is perfectly safe from the hells of lavaland
* swarm assault (major) - creates a orbital object that slowly drifts towards the station. crew may intercept it. it is a meteor or small derelict ship with a swarm in it. destroy the spawners or depleate the swarm's HP to neutralize the object. IF the object does not get neutralized and it reaches the station.
spawns a structure (either a meteor or small derelict ship) at the station's mapedge containing swarm spawners. applying a swarm event on the station. due to the way swarms work they will eventually spill out and attack. but there's time until that. crew may either destroy the spawners or exaust the swarm till its out of HP
* eclipse (minor) - the station has entered the planet's shadow. space is now dark and solars dont work. lasts for 10-20m
* the ocasional events system - has a chance to be picked as "antag" at shiftstart. taking some amount of threat with it. it uses this threat as a cap for its personal resource that it slowly builds up proportionally to the threat it pulled. it uses this refilling resource to execute very minor to minor events
* skyquake - affects ALL players and entities across all z-levels. stuns and knocks on the ground whilst shaking their screens
* distant shriek - distant shriek that treverses even space. deafens all entities across all z-levels for a short period of time
* fall - gravity across all z-levels even when the gravgen works and even in areas where there is natrural gravity... fails. for 1-3 minutes
* rumble - somewhere a rumble is heard across all z-levels. 33-66% of all players across all z-levels loose consciousness for 5-10 seconds
* wail - lowtone wail emmits from somewhere 33-66% of all carbons across all z-levels vomit blood (loosing 20% bloodvolume) gain bleeding wounds or both
* shiftstart "antag" station condition also a events system - low orbit. the station has found its way far closer to lavaland than usual. this is quite dangerous. uses its refilling threat to spawn entites from exploration z-levels on station zlevel's near map edge drifting towards the station
* lavaland's grasp - midround high threat event that exclusively spawns if the station has low orbit. but not always. making it very rare and means the station had high threat AND didnt use for many antags.
intiates a swarm of a random faction. directly onstation spawning tendrilous swarm spawners randomly across it. excludes swarms that dont use spawners. also allows ashwalkers to tunnel onstation. *you are about to find out why there are so many ruins around lavaland*
## ghostchat's revenge pack
* puppets. entities manifested from beyond the veil by ghosts and directly controlled by them. lesser puppets, frail tiny slivers of veilstring easily beaten by even the weakest of humans. manifested enmass and commanded indirectly via point orders a ghost may maintain only a handfull, and greater puppets. large masses manifested nad directly controlled by a ghost
* new minor z-threat greater revenants - revenants that have lived long and tormenting afterlife. they have overtime phased even closer to our world gaining a stronger physical pressence and the ability to use physical force on the living to kill directly at the cost of weakening their ethereal abilities. otherwise they operate the same
* they start with all abilities unlocked altough some are now diffrent
* has the ability to melee for 10dmg. every attack heals 5 essence IF the target is alive
* ~~harvest~~ puppeteer - manifests puppets to command at the cost of max Essence. the cap is refunded when a puppet is destroyed
* phase shifting - passive. altough physical and attackable they can still phase trough any object and wall with some movespeed penaulty
* defile - also deals low tox dmg to the living and brute to IPC's/borgs
* malfunction&overload - now a single ability. stunns silicions for a bit while causing electric arcs form them and lights to fly off (damage is minor on said silicons)
* new minor z-threat specters - specters. a ghost controlled carbon entity. * specters have a total of 75hp and no crit state.
* specters can phase trough walls and doors freely as long as they have NO inventory or held items.
* specters have a life leeching property where any damage they deal with bare hands they heal that much. they deal toxin dmg instead of brute
* specters passively heal 1hp/s
* specter bodies operate like nightmares/ashwalkers.
* specters speak in and hear ghost chat they cannot speak to the living however. (otherwise they do NOT have ghost ears) (they may emote)
* specter spawners are invisible to the living only ghosts can see and inhabit them
* new swarmer factiontype puppets - when generated on a z-level alerts all ghosts. any ghosts on that z-level AND ONLY THAT Z-LEVEL gain puppet managment ability. and a resource bar. the swarm spawners veil holes produce and distribute the resource ghosts will use to manifest puppets. the rate of which is determined by the threat level. threat level fluctuates FAR more. ranging all the way form 0 to (very high). giving crew some breather by stoping the relentless puppet spawning from time to time. obviously there is no awareness level. cant hide from ghosts. attacking the veil holes will grant ghosts large volume of resource points at once to deffend it
* ghosts manifest puppets on their location via the puppet manager. at the cost of resource. there is also a cap for how many a ghost can command based on total ghost population on zlevel
* ghosts can assign a custom color for their puppets so they dont mix them up in large swarms.
* ghosts command puppets via point commands but they themselves are invisible to the living (click entity/object to attack. click location to go click self to follow)
* ghosts can save up resource to manifest themselves a greater puppet that they control directly. it is compreable to a lowtier midround antag
* ghosts can only manifest puppets outside the visual range of the living
* new apex - the great specter 300hp 0AP
* passively heals 5hp/s (cannot use devour ability)
* operates like a normal specter
* bare hand attacks deal 20dmg
* special ability it can manifest a specter spawner (as it can talk in ghost chat it is easy to get a ghost to join in) cooldown of 5m (max 3 specters alive at once spawned this way)
## ~~nightmares expanded pack~~
* shadows - lessser nonsentient nightmarelike entities. more frail and weaker than nightmares. their attacks also dont destroy light. they are however faster than nightmares skittering at great speeds in and outside light. rather than entering a phase mode when in darkness they simply possess the ability to phase trough any object. when injured they flee to darkness but otherwise attack any living entity or any breakable lightsource.
* new major z-threat darkness consuming - spawns shadows and possibly nightmare/s at higher threat levels (nightmares are very powerfull and must be spawned sparingly at higher threat levels)
* new minor z-threat shadow infestation - spawns some shadows
* new station event shadowing - spawns shadows in dark areas onstation
* new neststructure nightmare pod - contains 1 nightamre and a small army of shadows with some loot witihn. all lights witihn a radius are destroyed and any light placed naer the walls breaks them open agrovating the nest (giving the nightmare to ghosts)
* new swarm faction darkness - obliterates all lightsources on z-level prior to initial crew shuttlespawn. nest is a shadowcore that drains light. shadows spawn randomly across z-level on tiles in darkness once every 10s all lightsources are counted towards increasing awareness level up to a cap dont expect the darkness to be kind to you seting up a floodlight operation. the cap increases the more lightsources there are. killing shadows also rises awareness beyond the cap. may spawn nightmare at very high awareness.
* new apex for the apex predators pack.
the night terror - 450hp 50AP meganightmare.
* the shadowalk ability variant allows the night terror to grab other entities that its dragging simular to the slautherdemon's bloodcrawul however when the night terror remanifests so does the target (the target MUST be laying down. if the target resists they instantly plop back into reality at the spot)
* the lighteater variant is a stronger sythe item that deals 35dmg and as a block. it can also force doors open nearly instsantly
* the night terror has a new ability of darkcry. all light sources within a 9 tile radius will temporarily be forced off for 5s has a cooldown of 5m
* heals 10hp per second when shadowalking but has a delay of 10s before the healing initiates
* it moves slightly faster than normal walking speed but slower than standard running speed
* it is a carbon allowing it to use items and be bola'd
## fungoids pack
* sentient faction of feral fungi humanoids. it is unkown how related they are to NT's crew fungi but they have normal vision and no psychic abilities to speak of. young ones(most) are far weaker than an avarage human. having only 100hp and dealing slightly less melee damage. they are however slightly faster, spaceproof and need no air. they can be found EVERYWHERE as their spores settle and grow pods form whitch they come out of in seemingly any enviroment even the metal floorings of stations and ships in incredibly short timeframes. entire communities may sprout die off and sprout again within a small region within a year.The fungoids seem to be stuck in a tribalistic societies when they gather up simular to the ashwalkers by whom they are often hunted. IF they miraculously survive to grow a bit they will overtime grow bigger and stronger. first reaching the levels of a normal human and then slowly surpassing it
* new minor z-threat feral fungi pods - spawns pods across the z-level that ghost players may use to spawn in. higher threat levels allow more/stronger variants to spawn
* new station midround event - fungi infestation - spawns a moderately large group of fungoids in maint. if the event couldnt pull enough ghosts some will be spawned stronger to compensate
## twisted pack
the halloween event shall break its shackles and be expanded.!

happy overseer
points with the * are points that arent in the event code but rather updated design
the twisted is a major faction of biomechanical entities originating from lavaland's frozen moon. *all twisted entities possess a slow healing factor
* (reclaimed) twisted flora - a biome of sharp biomechanical flora? most "plants" sting sharpy anyone who touches them and house varying chemicals ranging from toxins to antifreezes. spawns exclusively on space ruins and will not be found on lavaland terrain
* (reclaimed) twisted fauna -
* abysal carp/bodysnatcher - a caplike creature that hides within corpses waiting for ohers to collect the body for rescue jumping out and attacking. *it posseses a pounce ability that briefly stuns a target
* grabber - a immobile spinal entity that shoots out a spinal tendril pulling its target with it. *the grab doesnt stun the target but it does pull it towards the entity at moderate speed for them to be mauled to death. the entity will let go if injured enough in a short period of time
* twisted follower - humanoid metalic horror capabe of limited shapeshifting in its limbs to produce utility weapons shields and tools
* overseer (elite) - *large and rapidly moving capable of quickly eliminating groups of people the overseer is an entity on par with elite lavaland fauna
* the predominant (megafauna/apex) - slow but mighty this entity can cleave trough shuttles clean
* (reclaimed) armaments - made with twisted shards from twisted flora and ore the 4 twisted weapons are more powerfull but dangerous for the user versions of the knife,spear,saber,axe. as they deal more daamge and siphon blood from the target. with each hit in relatively quick succession the weapon has an increasing risk to dig itself into the user's limbs. dealing damage to them and making it hurt them when used or when they move. requiring them to painfully pry it off
* (new) twisted expand - what was previously defined would be the rare and powerfull few. the majority of twisted entities will be variations of twisted grunts. hostiles wielding low power splinter thrower weapons
* z-threat major and minor containing twisted flora and fauna. a real shooting gallery with some horrors dropped in there
* exotic z-threat observer and predominant spawns
* the predominant added to the apex hunt mission target list. give them sentience for that one
* twisted nest. contains random assortment of twisted fauna
* swarm faction twisted - has higher critter pop, awareness rises very quickly when a twisted is killed or attacks a crewmember, higher threat may spawn twisted followers max threat may spawn overseer
## hull barnacles pack
silicon based lifeforms found infesting stations and ships as they feast on the hull
* hull barnacles as a generic fauna. they wield the ability to burry themselves into walls and floor tiles. they can slowly "swim" trough the hull as they passively feast on it. dealing damage at it and gaining nutrition. small ones grow up as they max their nutrition. while the large ones make more small ones overtime.
banging on the walls will drag out the walled ones while lifting floor tiles reveals the floored ones.
they also gain nutrition by attacking IPC's and borgs and may come out of walls to attack them.
if one is attacked others may come out of the hull to attack the attacker and anyone else nearby.
tiles infested with barnacles have "bumped hull" texture overlay and description
* hull barnacle nymphs - the small ones. wielding no more than 50hp they attack fast but deal little damage. they have a moderate armor penetration
* hull barnacles - 100hp monkey sized creature. their attacks are quite deadly and have a strong armor penetration
hull barnacles can be stunned with the noise chemical from flashbangs or any other obscenely loud noise that may stun a player. stuns them for a short time and FORCES them to pop out of any walls or floors they infest. they have a temporary immunity to stuns after the inital one for 15s to prevent cheese
all hull barnacles drop metal when they die. onstation born ones give iron. less than the volume they needed to grow
offstation ones give random metals
* hull barnacles infestation event - spawns hull barnacles on the station
* z-level major threat barnacle infestation
* z-level minor threat minor barnacle infestation
dont get your shuttle infested
* new apex predator barnacle matriarch
* 50AP, 200hp. this great barnacle can slowly devour entire tiles to heal sizable portions of their HP or burrow inside tiles and walls slowly healing within. it is very obvious what tile the monarch is in due to is greatly twisted overlay.
wields
* devour - consumes tile or metal stack to heal
* burrow - enters a tile to slowly crawl trough station hull. someone hitting the hull will force you out and removing the floor tile will also do that
* pounce - jumps great distance towards target knocking them down and dealing damage can be done whilst inside the hull
* brood - spawns ghost and AI controlled nymphs at the cost of health
## bloodsuckers revitalized pack
watch your neck
## wicked mimites expanded pack
children of mockery
adds several new entities. mimites are the little ones in this expanded hellish familly. adding them to the base mimite faction, swarm, ruin spawns
expanded mechanics.
* mimites now travel to corpsese if they can find any. dealing UP TO 300dmg to the body IF the body has less than 300dmg and not husked and making 1-5 mimites based on how much damage was dealt % wise
* all entities of this familly including mimites take damage when hit by holy/unholy water or when they are inside a holy tile however upon death they desecrate up to 9 holy tiles around them removing their holy status
* mimitse heal 1hp/s
* all sentient members of this pack can see an aura that indicates members of the nameless pack. they are not hostile to each other
* new mimite subtypes
* grappler mimite. has a grapple that allows it to pull players towards it. undisguies at greater range than normal mimites
* any mimite that disguses as a ranged weapon becomes a ranged mimite. ranged mimites fire the ammotype of the gun they disgused themselves as at the cost of their own HP. will not fire if injured enough
* the new family members
* mocking mimic - a ghost controlled carbon humanoid. it poses the abilty to shapeshift into any entity it has examined. with a maximum memory list (unlike changeling) it gains superficial inventory copy. with the addendum that the gear cannot be taken off (superficial inventory. it carries the gear you wear but not the inventory in said gear nor the items you held in hand the gear is fully functional. with armor values and inventory slots).
it also wields a secondary ability to mimic 1 object it has examined in its inventory. however it cant do that AND disguse itself and vise versa (the mimic object acts just like the real object in functionality but cannot be dropped)
bleeds "oil" upon death it decays into 2-3 mimites
* mimic virus. dangerous little critter. this tiny entity that can be easily squahed (10hp) holds the abilty to leap and grapple onto entities. (grapple - latches ontop of the target following them firmly as if buckled to them). when not chasing an entity it remains hidden pretending to be a random tiny item until it spots any entity
if a mimic virus remains latched onto a entity for (targetHP/10)seconds it will burrow inside them. if they are a carbon inflicts them with a dissease
if they are a simplemob applies a condition that deals damage(300) overtime(120s) until it runs out. if the entity dies it becomes a random assortment of (3-6) mimic viruses and mimites with at least 2 viruses
* the dissease is cured with any holy/unholy liquid from either chap or cults (chaplain,all cultists and heretics are immune to the dissease). the dissease slowly progresses 5 stages inducing vomiting, shakiness dizziness and fainting. when the final stage reaches maximum the target dies. their entire inventory drops and a mocking mimic spawns in their place (brain dropped on the floor) free for a ghost role. if no ghost accepts the mocking mimic it decays into a random selection of (5-10) mimites and mimic viruses
* new ruin antag sentient faciton. mocking follower
* carbon humanoids of any race. all mimmitelikes in this pack are friendly to them. they can be "deconverted" with holy/unholy water they CANNOT be converted into any cult. they are hostile to all cults, chaplains and heretics. they are not hostile to nameless followers
* they only wield a mocking sigil. that dessintegrates if they drop it. they can make more at the cost of 20hp but may only have 1 at once
* the mocking sigil can be used on a corpse to create a mocking mimic from it. the brain is dropped and a ghost may enter. (they cannot use it on other mocking cultists) this destroys the sigil
* it may be used inhand to open a list. list contains up to 20 previoulsy observed objects creating a copy of the object with full functionality. (if dropped it instantly desintegrates)
* new apex - Her harbinger. 200hp 50AP
* uses voidflux AP instead of beast AP.
* a strong simplemob with 30dmg per hit
* has a passive regen of 2hp/s
* devour abilty instantly turns the target into a mocking mimic (drops their gear and brain on the floor) however does not gain ability form it
* ability that spawns mimites and mimic viruses
* ability that allows it to disguse itself as any large or bigger object. to add an object to the list examine it
* tendril grab ability (changeling tendril grab)
* leap ability (throws itself up to 9 tiles at desired location knock down and deal 30dmg on any entity intersected along the way and stop. get stunned if hitting a wall)
* new station incident - mocking cultist
* 1-3 mocking cultists (based on playerpop) spawn offstation on a shuttle. they have a generic goal of infesting the station
### voidflux
anomsci hijacked lore pack escapee. (partially used in the mimites and nameless packs)
* voidflux (chem) - *a horrifically corrosive gilded tarlike substance of unkown origin*
* currently only injectable via mimite and nameless entitity abilties and voidflux projectiles
* decays slowly in body
* while in body randomly inflict 0-3 void resonance and/or 0-3 void dissonance conditions every 6s the total volume of void gained is based on quantity of voidflux in body. the ration of resonance and dissonance is semirandom skewed by the mood of the target (high mood increases the odds of ressonance. low mood increases the odds of dissonance)
* void resonance - grants Voidflux AP equal to twice the void resonance value. decays by 1 every 6s
* voidflux AP - has no cap. recovers via void ressonance or dissonance
* void dissonance - deals burn dmg to the target that ignores all armor and AP exept voidflux AP. equal to the value of void dissonance. may target organs. deals double damage to organs
* if the target dies to void dissonance the target is instantly RR'd and transformed into a mimite, nameless or other anomaly type entitty
* dissonant entities
* all anomaly type entities including all non follower entities in the mimite and nameless pack are considered dissonant. carbons may become dissonant
* void dissonance does not decay but is also not increasable by any means on dissonant entities
* dissonant entities are not negatively affected by void dissonance. instead each point of void dissonance increases the passive voidflux regen cap by 1 and heals 1/6 void dissonance AP/s.
(some dissonant entities may have this value defined for them so they always spawn with some.)
* void ressonance does decay as normal. and grants voidflux AP as normal. voidflux AP gained via ressonance may overflow the cap set by dissonance (in the current state only carbon dissonant entities may gain this value as it requires injection of voidflux)
* carbons become dissonant when they die to void dissonance. becoming anomalies. even if the newly created anomaly is sentient the original player does not retain the new body but instead a ghost claims it. all dissonant entities are violent
## the nameless ones pack
children of the nameless
* all nameless follow the following properties
* can see an aura around all members of the mimite pack. they are not hostile to each other
* no name description or icon on entity observation.
* do not leave bodies upon death
* emmit no sound (unless they are followers)
* take damage when hit by holy/unholy water or when they are inside a holy tile however upon death they desecrate up to 9 holy tiles around them removing their holy status
* sentient entities in this category see other entities of this category at all times as normal. while others can only see them in certain conditions
* one small thing - 50hp small fast simplemob.
* it is completely invisible until you get within 2 tiles of it. where it becomes hostile (remote camera observation AI and cam concoles unaffected)
* any object within 2 tiles of it becomes invisible and its examine/context menu name,description and icon become empty restores after 5-15 minutes or when picked up
* nothing there - ghost controlled entity. invisible and incorporeal on its own capable of near ghostlike movement.
* its first and only ability in its inocporeal form is to take the identity and total function of any entity(copying their entire inventory at the moment of the scan). it must press the button again to manifest this new form however it MUST be outside the view of ANY player (the manifestation will be at full health. regardless if the scanned entity was injured). (nothing there has no HEALTH on its own but rather it inherits the health of the entity it takes... if it dies in the form it took its dead forever but if it demanifests it may as well have fully healed)
* it may use the ability again to shed the form and become incorporeal again. this leaves no trace. there is a 5m cooldown after this.
* it cannot scan entities that have more than 200hp (sorry no xeno queen mimicking)
* it cannot speak or emote on its own this is the only giveaway
* it 3rd ability is a TGUI menu where in 2 seperate lists and tabs the last 30 sentences it heard and 30 emotes it seen are stored. it may click on any of them to repeat them
* to make this more convincing the speech will come out with a delay with a speech bubble on top. the delay will be generalized based on the lenght of the text
* new ruin antag sentient faciton. nameless follower
* can be deconverted with holy/unholy water. hostile to chaplain all cults and heretics. not hostile to mocking follower
* to disguse better they have names,descriptions and exmaine icons (but they are not their real names)
* starts with the falsehood another one may be produced in exchange for 30 braindmg (can only carry one at a time)
* use the sigil inhand to enter ghost mode. including ghosthearing and ghostchat. however they cannot speak in ghost chat only hear
* use the sigil on self to enter incorpoeral mode allowing instant and rapid transportation (MUST NOT BE OBSERVED BY ANYONE TO MANIFEST OR DEMANIFEST includes AI observation or camera observation)
* use the sigil on a corpse to turn it into nothing there for ghosts to take over this destroys the sigil (the brain of the corpse will be dropped onground)
* new apex - his harbinger 200hp 50AP. flying, attacks deal 10 poison dmg ignores all armor
* invisible if 4 tiles or further from a given observer (remote camera observation AI and cam concoles unaffected)
* an ability that grants it to toggle physical and spectral mode. (must not be observed to toggle modes) spectral mode is identical to being a ghost. while in spectral mode heal 1hp/s (cannot use other abilities in this mode)
* falsehood - ability - target any entity inducing 1 temporary brain trauma and RDS halucinations for 10 minutes. cannot be stacked must expire before reapplication
* erasure - ability - afflicts target with reality erasure.
* if the target is object. destroy it and replace it with 1 other random object
* if the target is entity induce reality erasure condition for 5 minutes.
* reality erasure - all entities and objects this entity sees are replaced with random sprites,names,descriptions. removes all known languages from the target forcing them to talk and hear gibbirish.
* new faction nameless (animalistic) major station threats include small thing and nothing there at a ~90:10. there are NO minor threats when this one is selected. the z-level being oddly quiet
* new station event small things spawn (minor)
* new station event nothing there spawn (moderate)
* new station event nameless cultists (major) - spawns 1-2 nameless followers in maint. their objective is to convert people into nothings
## exotic matter pac
scizophrenic alchemy
### red flicker
### blue sinking
### green growth
### cyan fractalization
### magenta delamination
### yellow tremor
### black borea
### white fog
## the floral rot pack
an extremely dangerous floral biohazard that shares some gameplay properties of romerol,kudzu and blob all rolled into one amongst multiple infected players
*complimentary image*

**new extreme threat biome as a major threat** - rotting jungle. nonspreading floral growths are spread all around (for performance reasons) floral zombies and ghost controllable floral infected
**new extreme hazard mission.** collect floral rot samples
**new extreme threat station event**. floral assault. shuttle containing 2-4 floral infected spawns with the goal of infesting the station
*Confirmed outbreak of level 6 floral biohazard aboard the station. All personnel must contain the outbreak.*
**floral infected** - *your blood burns with rancid power. you feel stronger. yet it hurts so much, you feel violently ill*
* the floral rot cannot be cured via normal means.
* Spaceacillin has no effect on the floral rot. Weed Killer however works as Spaceacillin and slows down the progress of infection
* taking burn damage, being irradiated (at minimum of 50 rads) degrades the infection progress until you go down a tier.
* infected carbons bleed and vomit infected blood/vomit. unlike normal ones theese have a special rancid sprite to signify it. it is highly infectious
* at stage 2 and above infected entites emmit rancid particles
* floral rot progresses stages slowly
stage 1 - budding
* at random short intervals deal 1-5tox or heal 1-5any damage. at a rate of 55/45. dissease remains stealthy at this stage
stage 2 - sprouting
* at random short intervals deal 1-10tox OR brute or heal 1-15any damage. at a rate of 60/40.
* have a tiny chance to inflict another dissease of medium or higher severity
* slightly boost stam recovery
* slightly increase melee attack power
stage 3 - flourishing (do or die phase)
* constantly inflict 1-5 tox and brute dmg per tick seperately
* at random short intervals heal 5-30any damage.
* have a moderate chance to inflict another dissease of medium or higher severity
* moderately boost stam recovery
* slightly more increase melee attack power
stage 4 - infesting (the target has succumbed to floral rot)
* target becomes afflicted with a "brainwashing." antaglike status making them desire infecting others and nurturing floral growths
(this condition is not removed unless the target is totally cured from the floral rot)
* target no longer takes any damage from dissease
* heal 1dmg per second
* moderately boost stam recovery
* moderately increase melee attack power
* unarmed attacks now have a chance to infect akin to romerol infection
stage 5 - crowning
* heal 3dmg per second
* gain 1 random floral mutation (will not be removed until the floral rot is compleately cured)
the floral rot can infect simplemobs via a condition. infection methood is the same as carbons
the condition will start at 5 randomly pick between -3 and +7. every 3-5s
while the condition is active. deal -4 to 6 dmg
when the condition value equals the target's HP. target becomes afflicted with brainwashing the same as stage 4 carbons
floral infected corpses (dying form the dissease or the dissease infecting the dead)
50% - the corpse will begin to quickly heal damage (organs are now ignored when it comes to needing revival. outside of brain). if the corpse has less than 200dmg. revive as a floral zombie
50% - the corpse blooms a floral growth and becomes its nourishment
**floral zombies**. those who have died to the floral rot or corpses infected by it. operates nearly identically to romerol however second death does not guarantee further revival.
fallen floral zombies have a 15% chance to bloom instead of reviving.
if the floral zombie cannot revive within 1 minute of death and healing. bloom instead
**floral growths and floral mutations**
kudzu like growths that sprout from corpses.
* the base tile renders bellow entities and has no special properties
* all tiles produce a tiny amount of biomass... any dead corpses that are either noninfected OR have the rejected zombie (meaning they rolled to revive or sprout and sprouted) will be consumed to generate biomass. (deal 5dmg to gain 5 biomass. cannot take biomass from corpses with more than 300dmg)
* biomass is used to grow further base tiles or grow a special tile on the base tiles (at random). for every floral tile there also exists a floral mutation for tier 5 infecteds to gain at random
* thorns
* thorned tile - tile deals damage to those who pass/touch it. with a chance of infection
* thorined mutation - ++unarmed melee damage, hitting,touching a thorned would hurt for 5dmg. with elevated odds of infection
* pettles
* pettle tile - gains more biomass faster
* pettle mutation - hp regen rate reaches 5hp per sec
* ooze
* oozing bark tile - acts like xeno weeds. spweing rancid ooze. this ooze is highly toxic and has a chance to infect when people stand on top of it. tiles under floral growth tiles
* oozing mutation - infectee gains the ability to spit rancid ooze. infectious and toxic. wear protection or shields
* plauged bark
* impassable tile with a lot of HP blocks atmos to
* greatly boosts armor at the cost of movement speed
* spines (superior thorns)
* tile slows down and damages anyone who passes it
* random infectee arm transforms into a spine whip. can be used like a curator whip whilst dealing solid damage
## elite missions pack (difficulty mounting)
elite missions.
on a given shift one would be able to do roughly 1 alongside lesser missions.
## the expedition pack (practically a dedicated gamemode
*familly visit to lavaland. the whole station is invited gamemode*
## unsorted horrors
*pondering*
## terrordimentions
*dlc*
## the scrape pack (shuttlecruise combat strongly recomended)
*eldrich RTS*
## the scrape part 2 pack pubby's revenge (extreme)
## anomsci deep (hijack) lore. the eldrich multi-z gamemode
DLC