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5573612a43 |
Adds .38 Flare, which is a lethal laser bullet casing available for printing with Advanced Beam Weaponry. Adjust ammo material values. (#91726)
## About The Pull Request  Adds the .38 Flare. It does 20 damage. This round highlights the target for 2 minutes, and projectiles hitting the target always hit the limb that the shooter was aiming at. Your shot has effectively perfect limb accuracy, no matter how far the bullet needs to travel. This also affects other projectiles hitting the target that aren't the .38 Flare. To indicate whether or not a round in a magazine is either lead or laser, I've borrowed the implementation of ammo overlays from the C-20r toy magazines Now each bullet in the speedloaders for .38 can be a distinct type visibly. Might be interesting if anyone wants to add additional unique appearances for some of the other .38 rounds. Reduces the overall cost of a lot of the ammunition in the sec and autolathe, such as loose bullets. Also reduces the material quantity within bullet casings. ## Why It's Good For The Game > .38 Flare By popular demand, I've come up with a new idea. And that idea...is an anti-bullet deviation tool. Most players are probably not conscious of bullet deviation. But if you're familiar with the mechanic, it's why sometimes your shots may hit into an arm or a leg even though you were aiming at the head. The way this works is that over the course of a bullets flight, it increases in inaccuracy and the pobability of drifting into a limb. From my last estimate, shooting somewhere around 5 tiles away will usually result in bullet drift. While affected by the flare shot, that does not happen. You shoot at the head, you hit the head. To put it into perspective; you could consider bullet deviation a form of damage loss (its a bit more complicated than this and there are instances where it is positive), and this projectile eliminates that problem for everyone shooting the target. > Ammo cost Some of these were pretty excessive for the cost, and a notable example of this include the .357 loose casings, .310 Surplus loose casings, and most shotgun shells. These should go down to roughly below 3/5th of a sheet of metal when printed from a fully upgraded lathe. Meanwhile, a single bullet casing was like a sheet of metal each, which didn't seem right to me. So they're now by default one fifth of a sheet of metal on recycle. ## Changelog 🆑 add: .38 Flare, a laser bullet! Available in both .38 speedloader and BR-38 magazine once Advanced Beam Weaponry is researched. add: .38 Flare highlights the target in an outline and makes sure your bullets never accidentally hit any limb except the one you are aiming at. Never accidentally hit someone in the arm when you were going for a headshot. balance: Reduces the printing costs of several ammunition types from the autolathe and security lathe. Reduces the overall material contents of said printed ammo/magazines. If you find a material dupe, let a coder know. /🆑 --------- Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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df3d6a31ca |
Reworks flechette into a AP pellet round that does mostly wounds. Adds the Donk Co. 'Donk Spike' flechette round as a surplus round. (#89972)
## About The Pull Request  Reworks flechette shells from... whatever it was that they were supposed to be before into an AP pellet round that primarily focuses on wounding power and embedding power over specifically dealing direct damage (16 as opposed to buckshot's 30). Useful if you want to maim as a priority. You can print flechette once science researches Exotic Ammunition. Nuclear Operatives also get flechette rounds as a Bulldog Shotgun magazine choice priced as a basic ammunition type. In addition, you can also acquire Donk Co. 'Donk Spike' flechette shells. These shells fire plastic darts! They can be purchased by Nuclear Operatives as a surplus option for Bulldog shotguns. 7 magazines for the price of one. Donk Co. 'Donk Spike' flechette was intended to be an alternative to the standard flechette but failed spectacularly once it hit the market. Due to a lack of confidence in the product, Donk Co. 'Donk Spike' flechette now appears in maintenance loot as potential trash, as Donk Co. dumped it in the millions into various landfills across the sector. You can also print it if you find the tech in a BEPIS tech disk. Does it work? Why don't you take a chance on Donk and find out? ## Why It's Good For The Game I'm not sure if the person who made the original flechette actually understood what each of the variables was supposed to be doing or how they actually worked. A bullet with an excessively negative standard wound power (for a pellet projectile) and low damage, but then an excessively high bare wound bonus (for a pellet projectile). But then some ricochet variables without ricochet being assigned to the bullet... and a demolition mod on a round meant to be weak against armor? Nonsensical. So I've reworked it into two unique rounds. The first serving a practical purpose and becoming an AP option when the crew typically begins seeing those options open up (such as x-ray lasers). The same can be said for nukies, who love AP options, but one focused on lasting wounds is handy too for keeping someone down. There isn't a milspec option; so for nukies, this isn't doing nearly as much upfront damage as buckshot or slugs. You buy this when you want someone not to be recovered with a LOT of medical attention. The second being more tongue in cheek, but also giving a surplus option for Bulldog shotguns, which I think are having ammunition problems even still. Surplus ammunition might slowly roll out for all the guns, but I'm mostly focusing on the ones that have some slight price disparity for total shots compared to other weapons. Also, shooting people full of plastic is kind of funny. ## Changelog 🆑 balance: Flechette has been reworked into an AP pellet round that embeds and wounds, but has less actual damage to buckshot. You can print it once Exotic Ammunition has been researched. Also available to Nuclear Operatives. add: Donk Co. 'Donk Spike' flechette rounds. No longer offered by Donk Co. It can sometimes shows up in trashbins and dumpsters. And operatives can buy it in bulk if they really feel like it. /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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e9471b00b0 |
Adds the NT BR-38 Battle Rifle. A sci-fi hybrid gun, but better than the last attempt. Only SOMETIMES fails at existence. (#88095)
## About The Pull Request A repeat of the first half of https://github.com/tgstation/tgstation/pull/86853 The NT BR-38 Battle Rifle is a semi-automatic railgun...marksman...carbine...rifle...thingy that uses .38 ammunition and is magazine fed from a 15 round magazine. It comes with a scope, and is bulky.  Sprites by OrcaCora. ### Some of its features The gun shoots at a higher than normal velocity for .38. This means it hits harder (30 damage compared to the standard 25), and flies faster through the air. The gun, however, suffers from degradation as it is used. It has a 10 shot buffer before suffering degradation. After the 10 shot buffer, it has a 10% chance each shot to increase in degradation stage. From stage 1 to stage 5 (the maximum stage), it begins to lose fire rate and projectile flight speed. To recalibrate the gun, you can do one of two things; A) Use a multitool on the gun. This completely resets the gun, but its pretty slow. B) Insert it into a weapon recharger to recharge its buffer and reduce its degradation stages. ### Some of its downsides The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades and loses any buffer it has. While EMP'd, there is a 75% chance it doesn't fire when you pull the trigger. This is also true if the gun has hit maximum degradation. Keep your guns in good shape. It can be emagged. While emagged, the gun has increased damage (40 for standard ammunition), but once it hits maximum degradation, it immediately begins to catastrophically fail. It also degrades significantly faster while emagged. There is no way to reverse this effect, and the explosion is extremely lethal. ### Where can I find it? What about ammo? You can purchase the gun from cargo at a significant premium, as well as some additional magazines of some basic ammo types. There is exactly one of these in the armory, and you can print more magazines from the security protolathe. As research progresses, you can print different, specialized ammunition for the rifle. (and also the detective .38 revolver, obviously) ### New .38 ammunition types True Strike bounces accurately between targets, but deals significantly less damage than other ammo types (15 base, 18 in this rifle). It is printed once the station gets Exotic Ammo. ## Why It's Good For The Game This is a followup on my previous PR, where I tested this weapon and gathered a whole bunch of feedback on it. Most people quite liked it. but had some concerns that I feel this addresses. Much of the justifications given there apply here. Obviously ignoring anything to do with the combat shotgun removal. Some stuff obviously has not come back from the original test. Notably, the TRAC changes were probably a little too powerful. As much as I liked a default entirely nonlethal ammunition type, TRAC itself is better left as a late research goal. In addition, I moved the explosion part to an emag effect. It's funny, and lends itself to the original intention of the weapon; a callback to the WT-550 incident. But it isn't a standard part of the guns mechanics. |
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14ed7f5abb |
Automated announcement systems now announce researched nodes. (#86093)
## About The Pull Request The idea was born from a small conversation about bepis nodes having low visibility, which somehow degressed into the idea of announcing researched nodes to the channels of the interested departments thru the announcement system machine, which is what I'm doing here, while also adding documentation, defines and purging some, not all, instances of camel cases from announcement_system.dm. Oh, by the by, like the arrival and new head arrival messages, it can be customized or disabled by interacting with the announcement system. ## Why It's Good For The Game I think it's helpful to let players know when the research of their dept is researched, and I think it's kinda interesting to announce bepis tech on common like it's some hot stuff while it actually isn't just because it's often missed out and miscellaneous. ## Changelog 🆑 add: Automated announcement systems now announce researched nodes to their respective departments. You can stop this by either disabling the announcement systems or by using a multitool on the circuitboard of the console you're researching nodes from. /🆑 |
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0cb6e7f354 |
More techweb tweaks [NO GBP] (#84574)
## About The Pull Request More QoL tweaks and rebalance towards easier unlocking of high tier nodes by doing discount experiments. ## Why It's Good For The Game More ways to unlock desired nodes. ## Changelog 🆑 balance: Techweb: High yield explosive is now a discount experiment for Exotic Ammo node, giving more free points balance: Techweb: Replaced the botany/xenobio discount experiments with a new mutant scan experiment for the Gene Engineering node balance: Techweb: Damaged mech scan is a discount experiment for tier 4 Mech Energy Guns node, giving twice more free points balance: Techweb: Added a new anomaly scan experiment that gives full discount for the Advanced Anomaly Shells, also moving the node to tier 5 balance: Techweb: Moved mech RCD to the Experimental Tools node balance: Techweb: Moved handcuffs to T2 security node, leaving only zipties in T1 balance: Techweb: Non-human Autopsy is a discount experiment instead of a required one now balance: Techweb: Parts scan experiments require 6 machines instead of 4 del: Techweb: Removed the New Toys node moving contents to sec and medbay trees qol: Made air horn craftable from a spraycan and a bikehorn qol: Techweb: Better wording on the slime scan experiment /🆑 |
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e421f8e7c4 |
Moved loose tiles and wallframes to crafting (#84210)
## About The Pull Request There were some tiles and wallframes in lathe designs, while most of these are already in the crafting menu. Moved all of them into the crafting menu to avoid confusion, when you can't find some wallframe in the menu because it must be built in lathe. Made the light tile craftable in menu, instead of slap-crafting, and made the circuit tiles use similar recipe (since they both are emissive tiles). And the circuit tiles can now be cycled in-hand:  ## Why It's Good For The Game Centralized place for tiles and wallframes. ## Changelog 🆑 qol: Made light tiles available in the crafting menu qol: Circuit tile variants can be cycled in-hand add: Moved loose tiles and wall frames from lathe designs to other tiles and frames in the crafting menu /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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d59f5ad806 |
Techweb nodes DEFINED & bug fix (#84177)
## About The Pull Request 1. Techweb strings are now defined in `code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev 2. All places that used those strings have been updated with the definitions as well. 3. `code/modules/research/ordnance/scipaper_partner.dm` had some old boosted ids, they have been updated as well along with their values. ## Why It's Good For The Game fixes #84153 - I found this through a runtime, but basically the boosted nodes missed unit test checks. Having them defined should in future ensure that any changes to them alert the maintainers. This will help in furthur modularizing the code. - As for the nodes themselves, I have put the exact nodes as much as possible so they dont differ much from previous gameplay and how they worked. Researched nodes that used to give points to those experiments, will continue to do so, but albeit at a slower rate. This is because the research point generation rate overall now has been increased. ## Changelog 🆑 ShizCalev, SpaceLove refactor: Techweb strings are defined now so to maintain modularity balance: Research papers will have less overall point generation. /🆑 --------- Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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6d9dbb9897 |
Requires Unregulated Bluespace Research for the Event Horizon Anti-Existential Beam Rifle (#84312)
## About The Pull Request The Event Horizon Anti-Existential Beam Rifle now requires Unregulated Bluespace Research, which itself requires both Bluespace Parts and Illegal Tech. This puts it in the same tier as the Desynchronizer.  ## Why It's Good For The Game The original intent for the weapon was for it to be an extremely late-game option as the end-all, be-all gun where only one really could exist at a time. This thing is an absolute _monster_ in that it has very little cooldown, can hit things multiple screens away, and gibs whoever it hits. I'm down for it - it's fun and stupid and goofy and something I would love to see _sometimes_. I saw it in like 4 rounds in a row earlier today. Fuck. I feel like it's either "make it harder to get" or "nerf it into obscurity" and I really don't want what we replaced the meme rifle with to end up being as shitty as the meme rifle was. Worth noting that a lot of people were recommending a change that would make the rifle require only a single vortex core, but would require and consume a vortex core when it fires, meaning it can only be fired a total of like 4-5 times in a round. That sounds great but I don't know how to go about coding it and I feel like a change needs to be made sooner rather than later, so we're doing this for now. If someone comes back and implements that instead before this gets merged, I'll close this PR. Also @optimumtact told me to ping him when I post this. ## Changelog 🆑 Vekter balance: The Event Horizon Anti-Existential Beam Rifle now requires Unregulated Bluespace Research to be constructed. /🆑 |
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7b1a0daad2 |
DRAGnet snares now use a dedicated beacon instead of the station teleporter (#84118)
## About The Pull Request This sets up an alternative to the DRAGnet snares using the teleporter to determine the destination of their snare teleport -- The DRAGnet beacon.  Rather than using a convoluted system that routes via the teleporter, DRAGnets can now by synced with a DRAGnet beacon. When snare rounds are fired and successfully teleport a target, they will instead be sent to the synced beacon. Syncing can be done by either pressing the gun to the beacon or vice-versa. These beacons can be wrenched into place, then swiped with a security ID to block them from being unwrenched. An emag will unlock and unwrench the beacon, and fry its access control. To facilitate this change, roundstart DRAGnet armory spawns are now done through spawners (like the other weapons), which includes a single beacon to be used by the two guns. You can print more with basic sec tech, and one is included in the DRAGnet crate from cargo. The teleport is also slightly more accurate, to make it more consistent. As usual, if not synced to a beacon, DRAGnets will just teleport your target willy-nilly. ## Why It's Good For The Game The current system is both clunky and prone to mishaps, dissuading players from engaging with it. The "active" teleporter concept has always been a bit of a mystery to players, and when a system for properly using the DRAGnet teleport is set up, it's incredibly easy to break even on accident. Every time you teleport a prisoner you have to pray that no bumbling space explorer decided to reroute the teleporter to the abandoned satellite. This system is much more clear and reliable. It's also more versatile, allowing for multiple teleport networks to be set up simultaneously. Security is starved for creativity at times. They deserve to be able to do some wacky dynamic stuff with their tools. ## Changelog 🆑 Rhials balance: DRAGnets now come with a beacon they can be synced to, which will set the destination for the snare round's teleport ability. /🆑 |
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5f36ef1d6e |
New Tech Tree (#84024)
## About The Pull Request Reshuffles the tech tree nodes, adding reagent purity and cybernetic organ scan experiments. The total point requirements barely changed. Made the discount experiments unlock nodes for free, instead of providing partial discounts, to provide more incentive to actually do them. Also devided all points by the amount generated per second, for convenience. Now points correspond to seconds. <details> <summary>New tech tree</summary> <img width="4320" alt="Tech New" src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6"> </details> ## Why It's Good For The Game - Breaks bloated general nodes into more specialized nodes, making the tree more balanced - Combines scattered nodes dedicated to a single design into specialized nodes, reducing the number of nodes - Reshuffles the unlocks within specialized tree to adjust progression on some trees to follow the idead: Cheap nodes first, then nodes that require experiments or nodes of neighbouring trees, then expensive nodes with end-game tech. - You no longer need a dissection experiment to unlock a microwave, every experiment is relevant to the tree unlocked by it - With specialized nodes, it is easier to pick a node for the new things that people add - Better foundation for potential per-department point system. It will be easier to put it on top of a cleaner tree - The nodes are separated in tiers, with progressively increasing costs, so that early tech is cheap and easy to research with just points, but later tech is more expensive, making the discount experiments for those more likely to be performed. ## Changelog 🆑 balance: Reshuffled tech tree, making nodes more specialized qol: Research points devided by the amount generated per second, so now research points correspond to seconds add: Introduced reagent purity scan experiments (required for Cryostasis node) add: Introduced synthetic organ scan experiment (required for top tier cyber organs) add: Added a variant of machinery scan experiment that accepts any machines with upgraded parts (required for tier 3 parts) del: Removed material scanning experiments from the tech tree /🆑 |