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Yarr remake #2806
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Yarr remake #2806
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This PR demotes the Psyker-gang from a pirate team to a fugitive hunting team. For more information on Psyker pirates, please refer to #71650. Stuff this also does in the process: - Gives fugitive hunters their own subfolder in the fugitives antagonist folder, moves some of their stuff into hunter-specific files rather than interlacing it with the rest of the fugitive code. - Moves the hunter backstories to defines, to make reading things easier while I made this change. - Exhaustively moves everything related to psykers from being pirate-oriented to hunter-oriented (typepaths, locations where stuff is defined, etc. There should be nothing left behind related to psykers in anything pirate related). (Tell me if I missed anything somehow). They still get their ship (they even get their own custom psyker-friendly prisoner capsule). They still have a bunch of lethally chambered firearms. They're the same gunrunning nutcases they were before, just as bounty hunters. To assist with basic tasks such as "getting to the station" or "figuring out who the fuck we're supposed to be kidnapping", the psykers have "acquired" a Seer to assist them. They can _try_ to coordinate the psykers and lead them through situations where their impairments put them at too great a disadvantage. If you're one of the psykers, make sure to keep this guy alive at all costs! Why are they called Shikaris instead of hunters? Mariam-Webster says it's a Hindi word for some kind of hunter/tracker, and it sounded like something a bunch of space-junkies would call themselves because they think it sounds cool. They now also come with a slightly different motivation, now that they can't directly threaten the crew for money. Psyker hunters now arrive tasked with a dirty kidnapping job, payment rendered in GORE. Psykers aren't up to the challenge of being pirates. They're bogged down by a number of fundamental issues that render them unable to do anything expected of pirates. As it currently stands, they present about as much threat as you would expect from three blind junkies with guns. Removing them wholesale would be kind of lame. They can function as a bunch of chaotic-neutral gun-toting space-maniacs, but for the purposes of gameplay, keeping them as pirates would be a waste of their talents. Moving them to a lower-stakes role not only moves them to a niche they are more capable of filling, but gives players a more lax environment to get a grip on playing psyker without being overwhelmed. Giving them a seeing-eye role should bring a more unique dynamic to how psykers are played (that is, some semblance of organization rather than blind flailing), and should help get over the mechanical hurdles of being a psyker until better solutions can be made. It shouldn't be too big of an impact on balance considering the psyker gang only has three spawns, while most hunter packs have 4+.
…4275) I think at some point this worked, but there were just too many checks on abstract concepts and it seems that "aborting" the callback wasn't really working? Anyways everything just felt really awk to me with how `message_override` was working, so let's store a variable on `chosen_gang` since we're already reliant on that for all of our messages and stuff like that, and just slim down the number of weird checks that we do into just one simple "did we get paid"? One consequence of this is that refusing to pay won't spawn pirates instantly, but the time-to-respond was already two minutes so I don't really see this as a major drawback. I PAID THEM OFF NOW FUCK OFF
Adds a rare maintenance loot - Spess Knife which is a tool that can be transformed into screwdriver, knife, wirecutters... and others by accident.
…s (#75610) Title. I also don't know what to call these, so for clarity sake I'm referring to them as "panes", which I think helps convey what they are. Not needed.
 The current broken tiles have some visual issues: - There is an ambient occlusion shade when it touches normal tile - It has a layer higher than it should be which leads to things that are normally above the floor layer, render below it. Such as atmos machinery, cleanable overlays, etc. This PR makes the render on a proper layer and work like a partially destroyed floor tile that can be reclaimed with crowbar. Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear above catwalks and these new tiles. And the flat dirt now has 4 variants of sprites, while dust uses the old dirt sprite. It seems like dust was just dirt with different description before. A broken tiling with no visual bugs and proper floor-like logic. :cl: MTandi, Borbop fix: Dust now has dust icon, instead of dirt icon. Dust on all maps replaced with dirt image: Flat dirt now picks from 4 new sprites refactor: Made broken tiling work more like tiling and have corresponding visuals. Added directional mapping variants. fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is visible above catwalks /:cl:
…w pirate gangs Ex-interdyne Pharmacists and The Grey Tide (#75802)
Other pr had some weird check failure, making a new pr to see if it fixes it. After he ended up finishing his pirate pr before I could, SethLafuente graciously offered to let me roll my in-progress pirate pr into his overall pirate expansion project. This pr essentially adds a new faction of pirates, along with a new subspecies of Ethereals a-la silverscales. - The Lustrous: A unique subspecies of Ethereal, with years of exposure to bluespace dust mutating them into crystalline abominations sporting a new pointy head, pressure resistance, and a permanent bluespace prophet brain trauma. They're still as fragile as ever, but far more capable of getting in and out of sticky situations. - Geode Pirates: A hollowed out asteroid manned by three Lustrous, equipped with switchblades, traitor PKAs, jump boots, two teleporting turrets, and an upgradable bluespace launchpad. However, they lack proper armor and ship defenses, forcing them to adopt a coordinated hit-and-run playstyle.    When I started working on this project, I wanted to implement this faction to cover for the loss of psykers and as a means of creating a "rock-paper-scissors" system to how standard pirate playstyles would work; with default pirates being offensive, Silverscales defensive, and Lustrous mobile. With Seth's pr, things are a little different now, but I still believe a glass cannon mobility-focused pirate faction would be a welcome addition to the pirate roster. :cl: add: Adds the Lustrous, ethereal pirates in a big bluespace geode! sound: Unique scream sound for the Lustrous species. image: Unique head icon for the Lustrous species. /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com>
It seems the station has attracted the attention of a local polity! They have sent a friendly reminder to pay their taxes, should the station respond not in time or refuse to pay their taxes the polity will send a heavily armed vessel to ensure they would pay their taxes. peacefully or otherwise. Gameplay aims: A different playstyle of pirates. most pirates (with the exception of the greytide) have the same gameplay loop of raiding vulnerable spots within the station and scurrying away and waiting out their cooldown in the relative safety of their ship with turrets and space to hamper the crew's attack my intention of this pirate variation is to force them to actively fight the crew by making their armor non-space worthy instead of hiding behind the wall of space breaching shells for the space IRS to use and recode ammo box code to be less snowflakey. Also my English isn't the very best and I wrote most of it at 1AM. please point out any messages that feel strange or out of place. Notable Equipment list: Combat: 1. 2 WT-550's with 6 normal mags + 6 AP 2. M911 with 2 mags 3. 2 combat knifes and a telebaton 4. breaching shotgun with breaching shells 5. Grenade launcher with 6 smoke shells and flashbangs Armor: 2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for emergency Engineering: 1. Sandbags 2. Jaws of Life 3. Syndicate toolbox Medical: 1. Surgery tools and disk 2. Variety of medkits 3. Blood packs
## About The Pull Request Adds separate, Interdyne-brand Modsuits for Intrudyne pirates. Incredibly fast and more techy, including among other things an organ thrower module (which is, based on flavour text, Interdyne tech). To balance this, they discharge dramatically fast, encouraging fast get-in get-out approach. Sprite itself is mostly a combination of medical and syndicate suits, with labcoat bits for extra stylishness and evil feel. The colour pallete was enterily borrowed from Interdyne Pharmaceutics container sprite and Interdyne-produced E-surgery tools.    Lorewise, I borrowed a random idea from cyberpunk lore video I once watched and is now blurred for me now, upon seeing retrieval suits. Originally made by conjuction of Cybersun and Intrudyne, combining mechanics with supersoldier treatment for speed, allegadely for rapid response and retrieval off corpses. [By the way, it would be funny if someone coded an event where after cap's death on Revs or Cult, a bunch of guys in these suits would show up with sole goal of recovering the body and escaping with it (plus maybe some side syndicate objective)] Aaanyway, obviously, the rapid speed plays into a lot of Intrudyne-related tactics for the shady side of things as well. Much like a scalpel, their attacks are supposed to be fast, clean and precise. ## Why It's Good For The Game Consistency thing, mostly. It doesn't make much sense that a medical corp would use their competitors tools when they could develop a counter. Also ties with organ thrower module, why would they have made it, if they didn't have modsuits for it? ## Changelog :cl: add: Added Interdyne ModSuits for Interdyne pirates. /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
…r human first names (#76363) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request it's kinda weird having ex-doctors names be "Laserbildge" or "Cometflag" innit <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game muh immersion <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: fix: Names for Interdyne pirates are now less bizzare /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Fixes the following things: 1. Fire alarms so pirates don't get stuck in their own ship 2. Fixes turret control starts out as unlocked 3. Adds more clarity to their armor to indicate their lack of space worthiness Also re-balances their vest to be bulky. ## Why It's Good For The Game fixes the issues I saw appeared when I observed them. simple as. the sample size is a mind-boggling 2 (two) so please point out any more issues that you know of. Also changed the suit weight class to bulky to encourage them using it from the start ## Changelog :cl: fix: some fixes to spess IRS pirates. balance: IRS armor is now bulky /:cl:
## About The Pull Request Upgraded the bluespace console room by adding a camera console and diagonostic hud in it. also adds a toolbox for it to be easier to link. since it isn't linked as it spawns fixes pirate shuttle moving sideways ## Why It's Good For The Game fixes good also makes geode pirates more fun by letting them do their sthick more easily ## Changelog :cl: balance: Geode Pirates have upgraded their launchpad room to be more usable fix: Fixes a bug in the navigational computer of the Geode pirates causing their shuttle to move sideways. /:cl:
Emergency shuttles now: - Display occupancy limits and prerequisites - Has their own folder that is split into several subfiles - Have documentation for a few variables  :cl: qol: Emergency shuttle now gracefully display occupancy limits and prerequisites in the communication console. /:cl:
## About The Pull Request I saw #76676 has staled out and wasn't reopened with the required changes, so I have done it myself, and renamed the map and the template's suffix. ## Why It's Good For The Game Now linux hosts can also experience being raided by angry pharmacists from space. ## Changelog :cl: fix: Ex-Interdyne pirates can now successfully spawn on case sensitive host systems, such as Linux /:cl:
…le (#78138) ## About The Pull Request I DIDNT NOTICE THAT ALL THE DIRT IN THE ETHEREAL SHUTTLE HAD CHASM BASETURFS FUCK FUCK FUCK  (Also rebalances the ship a bit by adding some more turrets and cleans up the wonky turf decals and engines) ## Why It's Good For The Game God's strongest mapper needs to get some sleep asap I'm so fucking tired A few people also pointed out that only having two turrets was extremely punishing even for the playstyle I was trying to encourage, so it makes sense to add a little wiggle room. ## Changelog :cl: balance: Gave the bluespace geode pirates 4 more teleporter bolt turrets. fix: The bluespace geode pirates no longer have a bluespace portal to the bottomless pit dimension. add: Station-safe dirt tiles for all your mapping needs, but surely no station maps use the chasm baseturf ones, right? Right? /:cl:
https://github.com/tgstation/tgstation/assets/70376633/6c65925e-5276-41fb-8062-cafc2de94b2f allows you to climb up holes by clicking on tiles above the hole youre on examining the rope shows you your current binds for looking up emergency variant can be found in internals boxes on planetary maps that have multiz levels (2 uses) a better one can be bought from cargo for 250 credits (5 uses) syndies can buy a much much better one for 1TC or can be found in the nukie base personal lockers (10 uses) being fucked because you fell down a 1 tile hole in the dark and now youre in a 1x1 box of snow on the middle of nowhere sucks or falling down a hole and bam 30 watchers or falling down a hole and now youre completely lost and might have to weld your way into the station if youre lucky :cl: add: climbing hooks that allow you to go up holes for multiz, found in internals boxes (on planetary maps), the uplink, cargo and nukie personal lockers /:cl:
## About The Pull Request Firstly; Patches some remaining chasm baseturfs on the Geode Pirate Shuttle by implementing a new subtype of jungle rocks and dark dirt that's safe for use in space. Secondly; makes the (unused here, but I'm making use of it elsewhere and I've been told someone else is, too) jungle generator have a lot less (possibly no) recursive atmosdiffs. Jungle mineral turfs now produce an open turf with the correct atmos composition, and jungle chasms are brought in-line as well. Thirdly; the redundant layer of grilles have been removed from the Geode, as they were being spawned already by the window spawner. Additionally rotates the geode's blast doors because they rotate now and it'd look weirder half the time otherwise. ~~On a related note: I really don't like the direction of the docking port being off of standard for everything that isn't an arrivals shuttle, but uhh. Catch me when I'm willing to deal with shuttlecode again, lmao.~~ ## Why It's Good For The Game Significantly lessens recursive atmospheric overhead if either the geode spawns *or* the jungle generator ever gets used here. ## Changelog :cl: fix: It is no longer possible to chasm yourself on the geode. Again. /:cl:
'medical beds' in the game were just varedited survival pod beds. This creates a proper medical bed subtype plus its own sprite for regular and roller beds. Cleans up little bits of the bed code and adds context helpers. - Medical/roller bed is now constructable with titanium and plastic after research - Bed will face the correct direction when pulled - Movable beds can have 'brakes' toggled with alt-click   Medical gets their own bed, new sprites, cleans up varedits on maps. :cl: LT3 image: New medical bed and emergency roller bed code: Added context hints for beds /:cl: --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
…ank (#79630) ## About The Pull Request Turns out, they had a jetpack which they couldn't use due to already wearing a modsuit - but no air. This fixes that. ## Why It's Good For The Game You know, through gene-modding, Interdyne might be less human than average NT citizen, but I'd wager they'd appreciate breathing none the less.
## About The Pull Request Now you can refuse the pirates request. I added phrases trying to keep the subject matter, but if something is wrong, correct me. ## Why It's Good For The Game Because now rejection = rejection ## Changelog :cl: Vishenka0704 fix: Now you can refuse the pirates request. /:cl:
Free GBP, I think? It only spawns in space, but it only spawns on a planet... hold up that's never. Bugfix good. :cl: fix: Fixed round event controller pirate spawns. /:cl: Co-authored-by: RikuLeinonenVuoksi <riku.leinonen@vuoksi.fi>
This was referenced Aug 7, 2024
Closed
Closed
…ng, weapon, rite (#74811)  Adds a new chaplain weapon and suit of armor, the divine archer. It's an orderable set of armor, but provides less armor than the rest, but you get more pieces of armor (boots, bracer, undersuit). The divine bow comes with a quiver that holds holy arrows. The holy arrows come with bane support, dealing critical damage to revenants. - arrows can now be dipped in poison - bows now drop their arrow when you put them on your back while nocking a bow - bows give feedback for trying to draw without a nocked arrow - codewise, bows support subtypes much better. They still have hard-sprited loaded arrows, but one day that'll change. Yeah, we could add null rod Monkestation#2342 that does almost the same as the others, or we could have a unique bow weapon! Player Dev Project thread: https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940 🆑 tralezab code, Drag for the commission and player project, cre#0484 for their spritework add: Divine Archer Armor and Weapon qol: Bows give more feedback when you're doing something wrong, like trying to draw without a nocked arrow code: Sorted files, cleaned bow code up to allow subtypes /:cl:
…8248) Title. The amount of sparks are based on the damage dealt by the projectile with slight variation, with one spark representing 25 damage. Also cleans up some code while I was there (not because melbert gave me a side eye or anything for not doing it at first hahaahahah) Bleeding metal is weird, but I feel that having some extra feedback for getting shot was nice - it felt like something was missing when I was testing it out... so I added the sparks. :cl: fix: Projectiles no longer cause a blood graphic or blood splatters if they hit a limb that cant bleed add: Prosthetics/Augments now spark when shot /:cl: --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
…posed to (#78281) When we receive 0 from rand, the location would end up being 0 as well. This was happening far more often than expected as rand produces an integer. Changes it to instead produce a float between the two values which gives nicer curves. Before, at curve center 0.2 and width 2.5  After, at same values:  :cl: fix: Dynamic now biases less heavily towards the exact average. /:cl:
Closed
This was referenced Aug 10, 2024
Closed
this has some minor issues but ill handle those in their own PR so people can start dealing with the map conflicts |
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About The Pull Request
Remake of #994
also ports tgstation/tgstation#75620, tgstation/tgstation#74811, tgstation/tgstation#78248, the macro from tgstation/tgstation#78281
Why It's Good For The Game
Changelog
🆑 Jolly-66, tralezab, nikothedude, Mothblocks
/:cl: