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[code b***ty] Sentinel rework#10696

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cuberound wants to merge 58 commits into
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cuberound:sentinel-rework
Open

[code b***ty] Sentinel rework#10696
cuberound wants to merge 58 commits into
cmss13-devs:masterfrom
cuberound:sentinel-rework

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@cuberound

@cuberound cuberound commented Sep 22, 2025

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About the pull request

Sentinel is in a bad spot and even that is an understatement with the role currently in a limbo between being utterly worthless or a stun duration increase of 1 second away of being the best capper in the game, with the marine on the receiving side being absolutely unable to fight it in any way possible. This makes sentinel perhaps THE most difficult T1 to balance as the alternative will always be the caste being utterly useless and unfun to play, or extremely overpowered and unfun to play against.

TGCM solved this issue by having sentinel work around a stacking neurotoxin mechanic that dictates the stun duration as well as rewarding the sentinel for engaging in close range.

Goals

The idea is to add a unique gameplay loop to sentinel without infringing its core identity of being a stun based capture xenomorph that focuses on debuffing enemies from afar before going in for the final sweep.

Non-goals

Turn sentinel back into a nightmare caste where it flipflops between overpowered or worthless based on small numerical changes.

Content

Porting over the TGCM sentinel kit with some adjustments to fit the current CM playstyle.

Passive: Neurotoxin

Neurotoxin is applied by the sentinel’s “Toxic Spit” and “Toxic Slash”. The maximum amount of stacks a target can have is 30.
Neurotoxin stacks apply OXY damage to a maximum of 20

Toxic Spit | 1 Cooldown | Costs: 50 plasma | Applies 5 Stacks

Slows a marine as well as applying neurotoxin stacks. Passes other xenomorphs as if they have IFF.

Toxic Slash | 10 Seconds Cooldown | Costs: 100 plasma | Applies 10 Stacks

Inflicts large amounts of Neurotoxin stacks per slash. Only lasts for either 3 slashes or if the duration of 5 seconds has passed.

Catalytic Shock Tailstab | 10 Second Cooldown | Windup Time: 1 Second

Same behavior as a regular tailstab, with no damage modifier however. Applies following effects

Stab your victim, draining some Intoxicated stacks and gaining benefits from it. It removes 50% of the current stack amount on use.
If the victim is above 20 stacks, this ability will increase armor by 10 and grants the sentinel a movement buff.

Deals a proportional amount of damage. The formula for this damage is: ( Amount of stacks * 6 ) / 5. This translates to a minimum of 1.2 damage and a maximum of 36 damage NON-AP

Draining Bite | 12 Second Cooldown | Costs: 100 plasma

Bite your victim, draining some Intoxicated stacks and gaining benefits from it. It removes 30% of the current stack amount on use.

Inflicts knockdown. The duration of this knockdown is proportional to the amount of stacks the victim has, minus 1 second. For example; 30 stacks equals 2 seconds, and 15 stacks equals 0.5 seconds. The minimum duration is 0.1 seconds.

Explain why it's good for the game

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑cuberound, datimesmog
balance:Sentinel base kit changed,
balance:Added Neurotoxin mechanic
balance:Added new sprites for Sentinel abilities
balance:Added a new sprite for the sentinel projectile
imageadd: new HUD element to track Neurotoxin stacks
imageadd: new HUD element for medhud to track Neurotoxin

/:cl:

@github-project-automation github-project-automation Bot moved this to Awaiting Review in Review Backlog Sep 22, 2025
@cmss13-ci cmss13-ci Bot added the Feature Feature coder badge label Sep 22, 2025
@cuberound cuberound changed the title Sentinel rework [CODE_BOUNTY] Sentinel rework Sep 22, 2025
@cuberound cuberound changed the title [CODE_BOUNTY] Sentinel rework [code bounty] Sentinel rework Sep 22, 2025
@cmss13-ci cmss13-ci Bot added the Sprites Remove the soul from the game. label Sep 24, 2025
@cuberound
cuberound marked this pull request as ready for review September 25, 2025 22:05
Comment thread code/datums/effects/xeno_strains/sentinel_neuro_stacks.dm
Comment thread code/datums/effects/xeno_strains/sentinel_neuro_stacks.dm Outdated
Comment thread code/datums/effects/xeno_strains/sentinel_neuro_stacks.dm Outdated
Comment thread code/datums/effects/xeno_strains/sentinel_neuro_stacks.dm Outdated
Comment thread code/datums/effects/xeno_strains/sentinel_neuro_stacks.dm Outdated
Comment thread code/modules/mob/living/carbon/xenomorph/castes/Sentinel.dm
Comment thread code/modules/mob/living/carbon/xenomorph/castes/Sentinel.dm Outdated
Comment thread code/modules/mob/living/carbon/xenomorph/castes/Sentinel.dm
@cmss13-ci cmss13-ci Bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Sep 29, 2025
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cmss13-ci

cmss13-ci Bot commented Jul 12, 2026

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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@cmss13-ci cmss13-ci Bot added the Stale beg a maintainer to review your PR label Jul 12, 2026
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Conflicts have been resolved. A maintainer will review the pull request shortly.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Jul 12, 2026
@cmss13-ci cmss13-ci Bot removed the Stale beg a maintainer to review your PR label Jul 13, 2026
@cmss13-ci

cmss13-ci Bot commented Jul 20, 2026

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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@cmss13-ci cmss13-ci Bot added the Stale beg a maintainer to review your PR label Jul 20, 2026
@Drulikar Drulikar added Stale Exempt PR can't go stale and removed Stale beg a maintainer to review your PR Needs Testing Need to test it on the guinea pigs (production server) labels Jul 21, 2026
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Stale exempt until code reviewed

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Labels

Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Feature Feature coder badge size/L Denotes a PR that changes 200-799 lines, ignoring generated files. Sprites Approved confirmed no stray pixels Sprites Remove the soul from the game. Stale Exempt PR can't go stale Testmerge Candidate we'll test this while you're asleep and the server has 10 players

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Status: Partially Approved / Mergeable

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7 participants