Commit Graph
21 Commits
Author SHA1 Message Date
VMSolidusandGitHub b61adb6ea2 The Blood Of Psirens On My Hands I Cant Wash Away (#22740)
SURPRISE! I hope you all had fun during the Psilence event! It was
really fun spending 6 months coding all the infrastructure I required to
make that encounter possible. Encountering an entire new enemy type was
no doubt incredibly exciting to happen during a big canon round. Well as
promised, these critters will start showing up more often now that the
big reveal has occured.

<img width="982" height="981" alt="image"
src="https://github.com/user-attachments/assets/c537afe6-9b97-4913-8572-85650556b871"
/>

<img width="979" height="981" alt="image"
src="https://github.com/user-attachments/assets/1049b564-eb54-45e8-a113-da48f5c4b67b"
/>

This PR adds new rare random events and overmap hazards for Psirens,
allowing the basic varieties of them to appear in normal gameplay. They
can also be summoned by technomancers. More to come later. :)
2026-07-14 10:39:19 +00:00
BatrachophrenoandGitHub 62d3ee304b Lemurian Sea Hotfixes (#22694)
Tunes overmap spawns, hazard weighting, away site and offship exceptions
for the 8th time, admin logging, grav anom safeties for shuttles, etc.

<img width="425" height="245" alt="image"
src="https://github.com/user-attachments/assets/405a9887-9daf-4781-a9c3-2b837db09fbb"
/>

^ LOOKING AT YOU, TRAMP FREIGHTER
2026-06-13 22:18:36 +00:00
BatrachophrenoandGitHub 0c7ab8baa7 Lemurian Sea (#22686)
changes:
  - refactor: "Refactors Gravity Generator UI from HTML to TGUI."
- rscadd: "Adds sector-based modifier var 'overmap_hazards_multiplier'
for generating total overmap hazard count."
  - soundadd: "Adds new Lemurian Sea 'welcome' announcements."
- rscadd: "Added Lemurian Sea gravitic anomalies as overmap hazards and
random events."
  - rscadd: "Adds ADPI/The Voices."
- rscadd: "Adds ADPI Panel for modmins to send ADPI messages to a single
character or all characters from their respective pools, or custom
messages."
- balance: "Vaurca Hivenet communication, the Hivenet Manifest, and
Hivenet Echoes are now disabled while the ship is in Lemurian Sea
sectors."
2026-06-13 16:25:49 +00:00
BatrachophrenoandGitHub 6be5f8e5f1 Reverts Overmap Hazard Movement for Dust Clouds, Asteroid Fields, and Ion Clouds (#21608)
As title. Those movables proved not to be super fun in-round largely due
to lack of balancing mechanics and counterplay from players. Reverting
for now! Original reduction in hazard density from
https://github.com/Aurorastation/Aurora.3/pull/21571 unchanged.
2025-11-18 01:56:07 +00:00
BatrachophrenoandGitHub 3c2bd9bb45 Overmap hazard rebalance (#21571)
# Summary

This PR rebalances the spawn count and radius of overmap hazard
clusters, as well as adjusts some of their overmap movement behavior.

## Justification

Mining trips to exoplanets distant to the Horizon can force miners to
spend large portions of a given round just trying to navigate around
overmap hazards; in the worst cases, the sheer number of dead ends and
blind spots can result in their effective removal from the first 60-90
minutes of a round, and the worst delays can obviate the need for their
materials in the first place. While reducing these hazards would also
benefit the Horizon and offships, the primary motivation was to reduce
mining's "dead time" in any given round.

## Details

Most overmap hazard types have had their 'count' (the number of clusters
spawned) and radius reduced, to open up more navigable space on the
overmap. This has been compensated for by modifying movement
probabilities, speeds, and behaviors of overmap hazards.

The intervals between overmap hazards moving (their effective speeds)
has been made variable; different clusters of movable hazards will no
longer always proc movement at the same time.

Carp continue to have a random chance to move in a random direction
every interval. Space dust and meteors now also have a chance to spawn
in as movable hazards, but they will only ever move in one direction.
While more dangerous to passing shuttles and ships than carp, they are
also much more predictable.

The current numbers were based on observation of several randomly
generated maps during testing, but will likely need adjustment as it
faces actual miners and we accumulate their feedback. I erred on the
side of 'less difficult' to avoid overtuned rocks from smashing crew to
pieces every round.
2025-11-13 18:42:06 +00:00
FluffyandGitHub a623e22eda AmbiguousInOrder ODLint (#20046)
Enabled AmbiguousInOrder OpenDream linting to error out
Fixed ambiguous orders with parenthesis to explicit orders
No player facing changes
2024-10-16 21:14:20 +00:00
GeevesandGitHub 73a95ed5df Overmap Announcements Overhaul (#16460)
* Overmap Announcements

* overdoing it a little

* update cl

* whoops
2024-01-09 16:41:57 +00:00
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
LlywelwynandGitHub 3a22f09c5e Overmap events now respect their opacity settings, rather than all hazards being opaque (#16428)
* sensors bugfix + standardisation

standardises datums and events so they default to 0 opacity and require events to be set explicitly if opaque, instead of events working one way and the datums the other.

also fixes the sensor ping from setting every event to opaque every time it scans

* cl

* fixes events going transparent by toggling sensors on and off

* better solution - doesn't leave blocked vision on overmap when toggling

toggling sensors doesn't leave opaque tiles on the overmap doing it like this

* just rewording cl, no code change here
2023-06-03 09:06:00 +00:00
kyres1andGitHub be8dac08c1 Makes overmap pretty (#15752) 2023-02-09 13:32:14 -03:00
b41132ac6d Removes overmap hazard colouring. (#15730)
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-02-04 16:15:03 +01:00
FluffyandGitHub 14d41d1e84 Overmap sensors overhaul (#15666) 2023-02-03 23:39:18 +01:00
Matt AtlasandGitHub 06b2707463 Fixes events. (#15665) 2023-01-27 17:49:28 +01:00
GeevesandGitHub f243e418ff Movable Overmap Events (#15551) 2023-01-23 20:50:44 +01:00
FluffyandGitHub 04d89f212a Singletons + refactor of /datum/observ + refactor of /decl/ into /singleton/ (#15519) 2023-01-10 19:22:14 +01:00
Matt AtlasandGitHub b1869884c1 Revert "Singletons + refactor of /datum/observ (#15487)" (#15515) 2023-01-05 19:21:22 +01:00
FluffyandGitHub 0ddcf0817a Singletons + refactor of /datum/observ (#15487) 2023-01-05 18:41:40 +01:00
77f2a6d276 Fixes overmap hazards not spawning correctly, fixes overmap being too small. (#15508)
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-01-04 23:51:33 +01:00
Matt AtlasandGitHub 65cece06b7 Adds a ship to ship combat system and weapons for the Horizon. (#14851) 2022-11-05 20:11:16 +01:00
alberyk 2c63bd87aa event 2022-01-18 15:19:09 -03:00
AlberykandGitHub dbebed0075 Ports overmap hazards (#12581) 2021-10-30 14:22:18 +02:00