There needs to be a Cataclysm DDA and Space Station 13 crossover.
The answer is always clowns.
Meanwhile in BN, I've gotten the time and energy to do some more PRs recently. Latest stuff that's open:
1.
Improvements to the code fori putting yourself out when on fire, based on discussion on the BN discord with Kheir. In a nutshell, the time threshold for deciding to stop drop and roll is absurdly high. The on-fire duration needs to be over a minute, and it's pretty much garuanteed your limbs will melt off well before you rack up that much duration in the first place. The PR reduces the threshold to be low enough that you'll choose the more effective method unless the duration is low enough that a single round of patting yourself down is reasonably likely to actually be sufficient. Also combined with making the actual impact of patting yourself down less of a joke.
2.
Some major code and JSON tweaks to leech plant monsters, giving me the freedom to spawn them in more places. Basically, leech plants have a life cycle that makes them lag machines on par with the fungals. This implements several changes to help rein in their growth rate. It also incorporates the signal tree, which otherwise doesn't do anything and only shows up in a single mission, into the leech pant's life cycle. It also gains a special attack that, in contrast to the direct offensive abilities all the other leech plants favor, instead fills a support role.
3.
Changes to the ancient and almost never-used jabberwock map extra. The main thing it does is allow the otherwise-unused pre-evolutions of the jabberwock, the fleshy shambler and flesh golem, to actually appear in game by having the map extra spawn a fleshy shambler instead of a jabberwock (which will then go on to evolve into a flesh golem, then a jabberwock). This in turn makes the jabberwock map extra less deadly, justifying using it in the pool for building map extras too, like with how they're also allowed in research centers. Finally, I removed an extra layer of rarity that was hidden in the hardcode, that seems to have been a holdover from the old days when the map extra pool for forests wasn't massively bloated by groves and the like.
And on top of that, I've done some things for Arcana too:
1.
Expanded the curious structure and fleshed it out a lot more. Previously it was very small relative to the impact site and sanguine ruins, with only 3 mapgen tiles that actually mattered, compared to 7 and 8 tiles of importance respectively. Now the area actually looks more like something a small group of mage hunters could've used as a hideout, and the bottom level has been fleshed out a fair bit. In particular the actual finale looks more like an overt intrusion of otherworldly influence, breaking into and overtaking the structure.
2.
Added another martial art. I've repeatedly had it requested that the Keepers gain some sort of martial art that fits them, especially fitting the use of the restored ritual blade for Paragon of The Veil characters to use. Problem is, in-lore the Keepers only had seven original Chosen, and only seven ritual relics (of which the cursed blade is the only one the player can come across, which can then be fixed up). It wouldn't make sense for a special martial arts system with so few users to have its own book, copied everywhere and spawning in every Keeper-associated location. So instead I put together a more general martial art that's autolearned with the right skills, much like how brawling autolearns with basic melee skill. It's designed to imply a general understanding of how to make more effective use of magic weapons in general, with a few special bonuses that only the cursed blade and restored ritual blade can access. Thus implying that a survivor who picks up on this style is basically relearning from scratch a way to apply what they learned, and that the original users of those otherworldly relics did the same rather than having a unique martial arts system like with the Cleansing Flame or the Sanguine Order's shrikes.
3.
Also expanded the strange grove location some, along with some fleshing out of relevant note snippets. Same vein as with the curious structure, the strange grove was even smaller with only 2 map tiles period, now bumped up to 4. Shows more overgrowth, and paints a clearer picture of what the place used to be like before it was abandoned and then subsequently infested with anomalies. The notes and changes to corpse spawns also help better establish the timeline of what happened to the place.
4.
Added some dialogue and mission stuff pertaining to Hub 01. This makes it so, if you've done missions for Hub 01, you can use them as an option for completing some of the rural church missions. When trying to find info on Project Kairos for Nicholas, they can direct you to a side mission with a small storage location in exchange for bringing back something they want.