This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.
**This is up for review.**
Notes:
1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.
This adds the Lone Spacer offship and ghostrole. This is a shuttle-based
offship with only one slot, designed to be a totally generic and
versatile sandbox to play around with. It can be played in pretty much
any way imaginable, in any sector, any species, essentially any origin,
doing anything from piracy to smuggling, trading, light mining or
xenoarchaeology, or whatever else helps the intrepid explorer scratch
out a living from the stars.
**This is up for review.**
A few things to note:
- This adds a few crate variants to provide hazards in some of the
submaps. I've playtested these, they seem to work smoothly.
- There is an ongoing bug with shuttle-based offships, including this
and the Izharshan ship, in which telecommunications doesn't work unless
you clear every filtered frequency. I'm not attempting to tackle that
bug in this PR, so tentatively players will have to use the multitool by
the all-in-one to clear the filtering frequencies, or they can simply
use a shortwave.
- The ship is just within the constraints for shuttle size - I couldn't
make it any bigger. If it can't dock with a docking port, it's because
the docking port is mapped without enough space.
- IconDiffBot says I modified the Xanu Frigate overmap sprites at one
point. I'm not honestly sure how this happened, but it _seems_ fine?
- The workshop submap gives the ship a variety of generic augments, plus
all of the Zeng-Hu specific augments including the memory manipulator
and enhanced retinas. It doesn't have any more faction-specific augments
than those. The submap is mostly designed for installing prosthetics and
augments and making simple robots, but I'm pretty sure you could use it
to make a shipbound or IPC if you really wanted.
Credit to NobleRow for the overmap sprites!
This introduces the Hegemony Waypoint, a hegemony variant of the sensor
relay intended to replace the sensor relay in Uueoa-Esa.
TODO:
- [x] Fix the overmap object spawning twice for some reason
- [x] Get sensors working
- [x] Introduce grime and more details to map
- [x] Exclude sensor relay from Uueoa-Esa
- [x] Add unique sprite
- [x] Introduced mapmanip elements so there can be randomised and
potentially dangerous stuff in the offsite (maybe)
Featuring randomised rooms!

* Saving progress.
* Saving progress.
* Saving progress.
* Saving progress.
* Might get this working?
* work? pretty please?
* Testing
* Additional detail
* Minor edit
* Testing a new thing.
* Let us see if this breaks anything horribly!
* May fix docking?
* Gah
* Commit
* Commit.
* Should fix an error.
* Commit.
* Commit.
* Commit.
* Experimenting.
* Commit.
* Saving progress.
* Final? I am sure this will trip up a few tests
* gah just commit yeah cmon
* Resolving merge conflict in overmap_stationary.
* Added depot sprite back.
* Removes the dreaded stray mop.
* Removes template flag.
* Added a changelog.
* stuff
* Resolved an active edge.
* Resolved irregular dock markers.
* kazhkz privateer 1
more kazhzhzhzhz stuff
* minor map tweaks to remind me this exists
* kazhkz privateer 2
* kazhkz privateer 3
* kazhkz privateer sprite. hmmmm sprite
* entry points
* 3/4
* 3/4 2 more 3/4
* airlock dirs
god, kill me
* changelog
* spawn fix
* fighter -> gunship
* airlocks & sillhouettes
area cleanup
* even more catwalks
* new areas
* uwunit tests
* more unit tests
* Revert "fighter -> gunship"
This reverts commit 88cb3b27fa.
* Auto stash before revert of "fighter -> gunship"
* revert fighter -> gunship
* area & aesthetic tweaks
* replaces plating on shuttle
* fixes my extreme stupidity
* directional dock
* caligae
* shuttle: cool new edition
* unit test group
* guhhh