48 Commits

Author SHA1 Message Date
FenodyreeAv cf585ef505 Ship combat rework (#22566)
Makes ship combat significantly more destructive (and a bit deadlier),
especially with non-explosive projectiles.

**Additions:**
- A shell that penetrates a solid (dense) structure will cause spalling.
This spall does 2-30 damage, depending on range and has a high embed
chance. These embedded chunks are large enough to be ripped out by hand.
(But you probably shouldn't). The pilot's suit has 30 ballistic armor,
so a prepared bridge crew can survive a lot of spall.
- Adds a gun that shoots any ship weapon that admins can spawn. Useful
for testing, or for adminbus where they don't want to have to spawn a
whole overmap ship.
- Made several structures destructible, vending machines, computer
frames, grilles (these were just bugged) and watertanks (and their
children). These structures could just block infinite shots and were
common enough to serve as effective armor for the horizon. These now
spawn shrapnel (of their material if it's set), in addition to sheets of
steel when destroyed.
- Added support for negative maim chance. This allows chosen projectiles
to be prevented from decapitating. No more accidentally gibbing the
bridge crew's heads. (Unless they get hit with something really really
big).

**Balance:**
- All non-explosive anti ship rounds got significant buffs. Typically
2-3x Anti-Material numbers.
- Armour piercing anti-ship rounds got massively increased penetration
stats. Typically 4-8 from 1-2.
- Doors now get destroyed in less hits, if they are hit by anti-material
projectiles. Hits to destroy -= Antimaterial / 2
- Francisca frag shells now shoot less fragments but deal more damage.
394 projectiles for every shot was a bit laggy, now it's only 280.

**Shields:**
Shields now take more power. 13-14 megawatts for a 10 strength shield.
Just inside the ship's generation capacity with both the INDRA and
Supermatter running.

Instead of deleting any projectile they are hit by, shields now have
different failure modes.
- Firstly, a piercing projectile has it's penetration reduced by the
shield strength. Eg A shot that would go through 10 walls, only
penetrates 4 after going through a 6 strength shield.
- Secondly, a projectile has it's damage multiplied by 1 - shield
strength / 10, then has shield strength subtracted from it's damage. Eg.
A damage 100 projectile, hitting a 5 strength shield, has it's damaged
reduced to 50, (100 * 0.5), then to 45. (50-5)
- Thirdly, an explosive projectile (that does not penetrate per the
first step) does not explode, but instead deals it's full damage to the
shield.

Hits to the shield now also damage the field itself, not just the shield
tile. As such, a very big hit on the shield can bring the whole thing
down, requiring an engineer to reset it.

Shields can now be upgraded with research components. Additionally,
shield generators can now support more than one capacitor. The
roundstart capacitor on the Horizon is only good enough to support a 6
strength shield.
The upgrades increase efficiency, strength loss over time and charge
speed.

**Overmap Targetting**
Previously, shells would spawn within 20 tiles of their target and aim
directly forwards. This was bugged for shots with burst, which would
instead all aim inwards and mostly miss. This is the reason the Grauwolf
(in addition to the explosion bug below) and Fransisca felt so useless,
only one of every shell in a burst would hit.

Shots now spawn at the map edge, based on the orientation of the
projectile and ship. Diagonals are now accounted for.
Shots are then aimed directly at the target selected on the console,
with 3 degrees of dispersion.

**Bugfixes:**
- Fixes lots of explosions that didn't pass a turf to the explosions
subsystem. This caused the explosion not to happen if the thing hit got
qdeled before the subsystem could get the turf to spawn the explosion
on.
- Embedded shrapnel no longer gets the initial projectile name, this
prevents it getting named shrapnelshrapnel.
- Fixes a bunch of projectile piercing bugs, mostly with grilles and
windows. Shots now go past window frames without hitting them.
- Fixes shields not having a click delay when attacked.

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-06-03 16:52:13 +00:00
Kano f38d497d89 Fixes not being able to write a friendly message on longbow shells (#22531)
Fixes #22517
2026-05-29 20:38:02 +00:00
Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00
Matt Atlas d5931c5ffe Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY

As per title. The goal is to add health to most objects in the game and
thus allow them to be dynamically destructible, while also avoiding
shitcode like each structure having its own snowflake health update
proc.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-16 23:22:08 +00:00
Batrachophreno d313f70906 Not THAT Slow - Update Movespeed Modifiers for Smooth Movement (#22127)
The /tg/-style movespeed_modifier datums were not incorporated into the
original smooth movement PR. While
https://github.com/Aurorastation/Aurora.3/pull/22043 restores that
functionality, the original values no longer feel good now that we're on
smooth movement. This PR halves ALL movespeed_modifier/slowdown datums,
with the exception of species-native, as a baseline before more
individual adjustments are made.
2026-04-04 22:25:48 +00:00
mynameasjeff 1cb25b71d6 Sol frigate fixes + Spawnweight adjustments (#21704)
Fixes several bugs and errors on the Sol Frigate after playing on it for
a round. This PR also increases the odds of the Frigate spawning in the
Valley Hale and Badlands from .75 to 1. Since the Frigate already has to
compete with 17 other offships for a chance to spawn in these two
sectors. The spawn weight remains the same in the Western Crescent
Expanse.
2026-01-18 13:42:25 +00:00
mynameasjeff ecd33388dd Small gun go blam blam blam: The Light Coilgun revive + SSRM Corvette Tweaks (#21699)
This PR aims to revive the Solarian Light coilgun from #20094 and
replaces the SSRM Corvette's Grauwolf with said Coilgun. Credit goes to
TheDanseMacabre for the sprites and code.
2026-01-14 19:29:45 +00:00
mynameasjeff 91226d4e27 Big gun go boom: The Coilgun rework + Sol Frigate tweaks (#21604)
![halo-mac](https://github.com/user-attachments/assets/b3a508e2-0627-4758-bcd2-483f9ed6abea)
Reworks the long-neglected Solarian Coilgun into a practical weapon
that's able to be used by offships, not just for events. Test firing
images below.

This PR also replaces the Sol Frigate's Longbow with the brand new
Coilgun, plus several other fixes to issues that were found during
playtesting.

### TEST FIRINGS
<img width="901" height="1023" alt="Screenshot 2025-11-16 201802"
src="https://github.com/user-attachments/assets/a9e2ef93-9cfb-4602-a258-09046c2914a5"
/>
<img width="1077" height="787" alt="Screenshot 2025-11-16 201749"
src="https://github.com/user-attachments/assets/6f588756-dd5d-47b1-b768-a43d28a438db"
/>
_Two coilgun rounds fired at the Aft of the Horizon, deck three._ 


<img width="1008" height="1012" alt="Screenshot 2025-11-16 053206"
src="https://github.com/user-attachments/assets/df44580b-7d73-4424-951e-7fd5bdcfe71b"
/>
<img width="957" height="990" alt="Screenshot 2025-11-16 053214"
src="https://github.com/user-attachments/assets/b9aa6ac9-bf36-4e7d-a94c-a7b1198c3a62"
/>
_For comparison, a full 5-round Salvo of AP-HE flak fired from the Sol
Frigate's Grauwolf at the Horizon's longbow. Note how some targets
missed the mark entirely and hit the HR and the Captain's office._
2025-12-07 01:55:21 +00:00
Batrachophreno b743c82739 Signals update to power_change() (#21421)
As title. Makes area/power_change() and area on_enter/on_exit procs both
rely on signals for machinery handling where they draw power from.
2025-10-03 15:50:29 +00:00
Stev-the-third b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00
Fluffy ad563abffa Frag grenades buff (#20135)
Frag grenades projectiles now apply some agony and eyeblur.
Frag grenades projectiles have damage augmented by 3 points (~10%).
Frag grenades projectiles have an augmented chance of leaving a shrapnel
(+30%).
Frag grenades projectiles have a chance to ricochet up to 2 times.
Some code cleanup and removed some procs that were no longer used
(nothing called them anymore) from the projectile refactor.
2024-11-08 15:38:57 +00:00
hazelrat 2ce80f7556 Adds an autocannon ship gun (#19927)
This adds the Goshawk heavy autocannon to the game, intended as a
generic gun emplacement available to be mapped into any appropriate
offship.

The AP shots are intended to be the weakest, but they do a lot of damage
on the off-chance they do hit someone. AP fires twelve shots, frag fires
nine, and HE only fires six - obviously ICly every salvo is the same
size, this is just for balance. As is currently, I'd say this is a
little stronger and generally a bit more versatile than the grauwolf.

**This is up for review.**

Credit to Noble for the spriting!
2024-09-27 10:00:27 +00:00
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00
Fluffy a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00
Fluffy 3e1b9d4170 Repathed /obj/item/projectile to /obj/projectile (#19693)
Repathed /obj/item/projectile to /obj/projectile, same as TG and Bay,
that's pretty much it.
2024-07-27 10:09:46 +00:00
Fluffy db5b1ee6b2 Refactored fire_act (#19158)
Refactored fire_act() to be in line with TG version, removed useless
parameter, added signal, made non sleepable and forced to call parent.
Added atom_act.dm file for the various *_act procs.
2024-05-26 20:55:36 +00:00
Cody Brittain 9983fca311 Update SSOverlays (ported from Baystation) (#19051)
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.

This brings an updated system from Baystation, hopefully with speed
increases.

Should be testmerged, ideally with #18895.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-01 07:46:27 +00:00
Ben 2b57e893ad ZTA -> ZAT Spellcheck (#19043)
For the longest time the Leviathan ZAT has been incorrectly labeled as
ZTA. This sweeps through all instances and renames it back to ZAT.


![image](https://github.com/Aurorastation/Aurora.3/assets/91219575/416a0288-6fa4-42c6-9b2d-c2c3137ed2a7)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-04-28 10:54:05 +00:00
RustingWithYou 08945fb517 Bruiser Ammo Tweaks (#18955)
Real HE Bruiser rounds now make a bigger explosion, on par with similar
high-explosive ship ammunition. The old values have been applied to the
makeshift bruiser shell.

Renames the makeshift bruiser rounds to make the differences more
apparent, and adds new descriptions to the guns and shells providing
up-to-date lore.
2024-04-18 22:55:36 +00:00
Fluffy 5888de6ea0 Implemented SI prefixes (KILO, MEGA, GIGA, TERA etc.) (#18874)
Implemented SI prefixes (KILO, MEGA, GIGA, TERA etc.)
2024-04-12 22:22:14 +00:00
RustingWithYou 8ec5407027 Various bugfixes (#18823)
Fixes #18750, saving the lives of countless hangar technicians.
Prevents the Haneunim shuttle crash from leaving its thrusters behind.
Fixes ice exoplanet turfs being invisible.
Fixes the human mercenary helmet accidentally using the old sprites.
2024-04-01 21:44:40 +00:00
Cody Brittain ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.

Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.

This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-01 14:50:27 +00:00
Fluffy 995dbaf430 sadf (#18782) 2024-03-27 09:02:06 +00:00
Fluffy 9afe761db3 Some refactors, DMDoc and UT (#18365)
* dsfa

* accessories fix

* fixed "has been hit by" message with intent check

* sdfa
2024-02-12 15:32:23 +00:00
Fluffy 25dc248979 Updated statpanel and added client pings (#18337)
* SSatlas.current_map

* hardsuit spell tab appears to clear correctly

* sdfsa

* from the moment i understood the weakness of my flesh, it disgusted me

* sdf
2024-02-08 12:29:42 +00:00
Fluffy ca6b04e1d7 Updated SSgarbage (#18173)
* pain

* sadfas

* sdfa

* sdfasf

* sfa

* sdf

* might the lord have mercy on our soul

* i cri everidai

* adeste fideles

* sdf

* where will this lead, what's coming next, from your inventions

* dear lord

* gjvhk

* i cri everidai

* fsgf

* sdfa

* sdaf

* hiuhi
2024-01-15 14:08:27 +00:00
Matt Atlas cadd19beac Ports the TG globals controller and converts globals. (#18057)
* SDQL2 update

* fix that verb

* cl

* fix that

* toworld

* this is pointless

* update info

* siiiiick..

* vv edit update

* fix that

* fix editing vars

* fix VV

* Port the /TG/ globals controller.

* part 1

* part 2

* oops

* part 3

* Hollow Purple

* sadas

* bsbsdb

* muda na agaki ta

* ids 1-15

* 16-31

* 41-75

* bring me back to how things used to be before i lost it all

* the strength of mayhem

* final touches

* cl

* protect some vars

* update sdql2 to use glob

* stuff?

* forgot that is not defined there

* whoops

* observ

* but it never gets better

* a

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-12-26 01:16:02 +00:00
Matt Atlas ed32eddfb2 Leviathan key is now wearable on the mask slot. (#17850)
* Leviathan key is now wearable on the mask slot.

* stuff

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-12-11 10:53:15 +00:00
Fluffy d8d063edc6 EMP Refactor & Multi Z-level EMPs (#17781)
* sdfasf

* sdfas

* dsf
2023-12-04 19:37:49 +00:00
Fluffy c25c8b6a37 Last editorconfig fixup (#17782)
* one

* two

* three

* fsdsdf
2023-11-20 18:22:42 +00:00
Matt Atlas 54dc8a0860 Adds TGUI say and TGUI input. (#17471)
* i alone am the honoured one

* THROUGHOUT HEAVEN AND EARTH I ALONE AM THE HONOURED ONE

* hollow point

* nanana

* ssss

* tgsay final touches

* stuff

* tgui inputs

* help

* carpal tunnel syndrome

* ffff

* again and again and again and again

* hehehehe

* dsada

* readd sanitize

* whoops

* dsad

* nah fuck that

* sd

* fix

* ow

* remove prefs for testmerging

* oops

* oops 2

* fix that

* f

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-10-11 23:26:59 +02:00
Matt Atlas add4866177 Ports the fusion reactor from Baystation12, replacing the Tesla. (#17415)
* There's no tomorrow

Life is but an echo

* delirious

* the fire burns within me yet again

* OBLIVIOOOOOOOOOOOOON

* too weary to die

* ffff

* Finished R-UST map

* fusion core ui improvements

* mais tu me tue!

* drag me down

* take me in

* fix that wire

* cl

* R-UST -> INDRA

* cc

* UTs

* sss

* thanks mapdiff

* sd

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: shaky-jake <137534368+shaky-jake@users.noreply.github.com>
Co-authored-by: ShakyJake <jakeisnowshaken@gmail.com>
2023-10-07 19:57:22 +00:00
Matt Atlas 31956c7eb0 Rock the UI Away - Removes VueUI and adds TGUI (#16509)
* tgui the beginning

* binaries and the like

* Bring in the last of it

* Example radio UI

* delete example

* NTOS Main Menu, start on manifest, tgui states

* tasks.json

* gunnery ui pt 1

* okay

* fix everything

* scss update

* oops

* manifest gigablast

* downloader part 1

* download prt 2

* NTOSDownloader final

* mfw committing to_worlds

* gunnery console pt2

* i cooked

* targeting (finished)

* one vueui down

* voting ui almost done

* MY MIND FEELS LIKE AN ARCH ENEMYYYY

* voting ui down

* photocopier

* ntos config + download fixes

* photocopier 2

* refactor define

* NTOS client manager + fixes

* fax machine final (it also uses toner now)

* marching forwards... left behind...

* ntnrc part 1

* canister

* add quotes

* portable pumps pt1 + more backgrounds

* oops

* finish the portable pump

* freezers

so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...

* doors ui pt1

* finish doors UI (forgive me wildkins it's a bit of shitcode)

* vitals monitor, make things use labeled lists, new backgrounds

* mais j'envoyé aucun mayday...

* maglock pt1

* pour ça je me suis perdu...

* infrared

* fix that

* prox sensor pt1

* prox sensor

* signaler (this was actually pretty hard)

* atmos control pt1

* atmos control pt1.1

* atmos pt 2

* fuel injector

* multitool UI

* jammer

* list viewer

* APC

* portgen

* targeting console updates + SMES ui

* new themes, shield generator

* supermatter

* Add ore detector and (shitty) NTNet Relay

* orderterminal pt1

* orderterminal pt2

* smartfridge

* Add (air-)tank GUI update ore detector size

* Adds Transfer Valves

* Add AtmoScrubber

* analyzer pt1

* weapons analyzer pt2

* bodyscanner pt1

* bodyscanner pt2

* fix this shitcode

* seed storage

* appearance changer

* appearance changer final

* sleeper pt1

* sleeper

* gps

* vehicles

* chem dispenser

* lily request

* holopad

* tgui modules pt1

* ppanel

* damage menu

* fixes

* im here too now

* follow menu, search bars

* quikpay

* quikpay fixes

* circuit printer

* ppanel

* ppanel updates

* pai

* turret controls (i want to kill myself)

* tweak

* remove the boardgame

* guntracker

* implant tracker

* penal mechs

come close to me, come close to me

* chem codex

* pai radio

* doorjack

* pai directives

* signaler removal, sensors

* ghost spawner

* spawnpoint

* fixes

* teleporter

* one more to the chopping block

* account database

* remove divider

* scanner, atmos

* latejoin ui pt1

* latejoin

* records pt1

* RECORDS UI DONE

* delete interpreter & records

* CHAT FUCKING CLIENT

* data updates

* fix some things

* final UI, log

* basic nanoui fix

* antag panel

* remove vueui

* atm update

* vending update

* warrants, cameras

* ntmonitor

* time comes for all

* preserve this legacy

* bring that back (oops)

* rcon, ui auto update for computer UIs, remove rcon computers

* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)

* A LIKE SUPREME

* a

* power monitor

* lights on

* fuck this code, fuck nanoui modules, and fuck nanoui

* LEAVE IT OH SO FAR BEHIND

* fix alarm monitoring for synths

* I SAW IN YOU WHAT LIFE WAS MISSING

* comms console

* idcard and record updates

* turn the light on

* arcade

* pt2

* news browser

* static

* crusher

* f

* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO

* codeowners & suit sensors

* html ui style removal

* make lint happy

* resist and disorder

* i slowly get up and turn off the noise, already fed up...

* pleaseeeeeeeeeeeeeee

* THE CREDIT LARP IS NECESSARY

* i hold the keys

* RISE UP

* fix that?

* harry's suggestions xoxo

* runtime fix pt2

* You are the only thing that I still care about

* adds build workflow

* Update update_tgui.yml

* adds some needed steps

* ATM

* misc fixes and tweaks

* fixes 2

* make newscasters usable and fix use power on freezers

* turret control is clearer

---------

Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
2023-06-25 19:03:33 +02:00
TheDanseMacabre e054ad1cf6 Freebooter Ship (#16353)
* f

* adw

* awd

* the abomination

* daw

* dwa

* adw

* wda

* awd

* Sneed!

* s

* swa

* wad

* w

* wda

* wd

* s

* wd

* adw

* daw

* awd

* adw

* adw

* adw

* adw

* adw

* dwa

* fixes

* awd

* adw

* wah

* awd

* d

---------

Co-authored-by: DanseMacabre <rsurname1212@gmail.com>
2023-06-03 10:23:06 +00:00
kyres1 47a6c01e04 Adds the Canary scout shuttle (#16297)
* scout components

* part 2

* finishing the canary itself

* getting ready

* getting rid of the temporary map

* blRSUGH

* finishing up
2023-05-28 16:17:34 +00:00
Fluffy f5a6f477a3 Grauwolf Sensor Probe Projectile (#15817)
* Barest, non-working-as-intended, implementation

* More work

* More work

* More work

* Cleanup, handle datalinks correctly

* changelog

* Fixed description, added Caelphon's icons, added probe define for impact type

* Moved things around as asked

* guh?
2023-04-15 20:13:30 +00:00
TheDanseMacabre 986991c135 Francisca Fragmentation Ammo (#15848) 2023-02-20 19:34:01 -03:00
TheDanseMacabre aac628fdeb Dominian Naval Ship (#15333) 2023-01-07 12:38:55 +01:00
Wowzewow (Wezzy) e7aabb7e14 Standardised Contained Sprites : Now Atomic (#15142) 2022-12-17 12:28:27 +01:00
Matt Atlas a5132f3153 Adds a solarian coilgun. (#15255) 2022-12-08 17:11:40 +01:00
anconfuzedrock c980ce8a32 adds new bruiser ammo, modifies old bruiser ammo, makes ammo heavier (#15171) 2022-11-27 18:43:52 +01:00
anconfuzedrock 4186833649 Adds the Izharshan Unathi Pirate ship (#15137) 2022-11-23 22:31:58 +01:00
Matt Atlas a4e25a111c Fixes the Grauwolf and Francisca projectiles not using their overmap projectile icon. (#15144)
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2022-11-21 18:06:16 +01:00
Matt Atlas 0d52eea501 Removes bridge crew access to the ammunition room and flak, other changes. (#15084)
* Removes bridge crew access to the ammunition room and flak, other changes.

* fffff

* fix projectiles not deleting at map end; projectile range nerf; wrap-around; leviathan projectile speed up

* fixes

* automatic detargeting

* fix that

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2022-11-15 23:04:08 +01:00
Matt Atlas f1423a881e Fixes some overmap projectile bugs. (#15072)
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2022-11-10 23:56:16 +01:00
Matt Atlas 03b78debc1 Francisca buffs, fixes maneuvers. (#15052) 2022-11-07 19:30:10 +01:00
Matt Atlas ee4e9000f0 Fixes some ship weapon bugs. (#15035)
* Fixes some ship weapon bugs.

* missed entry

* list sort

* cl + fix

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2022-11-06 18:24:51 +01:00
Matt Atlas 65cece06b7 Adds a ship to ship combat system and weapons for the Horizon. (#14851) 2022-11-05 20:11:16 +01:00