mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-20 19:49:39 +01:00
docker-build
158
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
|
|
e90c61a00b |
Lahti l39 (#92812)
## About The Pull Request A new admin only weapon to kill people. Scriptis told me he wanted this weapon upstream and mothblocks was like "sure whatever" see https://discord.com/channels/326822144233439242/326831214667235328/1410700500550291619 ## Why It's Good For The Game Lets admins hit people with a gun that shoots a really big bullet, its therapeutic <img width="270" height="148" alt="image" src="https://github.com/user-attachments/assets/020e2bc2-2d96-44eb-bafe-d34b82f71e93" /> <img width="205" height="150" alt="image" src="https://github.com/user-attachments/assets/2c550ca5-7d5c-4fe2-a483-c4b229a2c31f" /> IRL comparison taken from some guys YT video <img width="259" height="194" alt="image" src="https://github.com/user-attachments/assets/4a536c4d-15ad-4ba4-9137-c2d5e106445e" /> ## Changelog 3 new files and one dependent new sniper rifle which is worse than the other sniper rifle and one new lahti-l39 🆑 add: Added the Lahti-L39 rifle /🆑 |
||
|
|
61031f6cfb |
Skyrat gun removal (#3697)
## About The Pull Request HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll Ammo removals: IHDF Rubber (non-.38, non-shotgun, nukie ones stay since it'd require overrides. They were never purchasable to begin with.) Stardust Magnum Express .460 Rowland .457 Government MCR magazines .40 Sol Hornet's nest Gun removals: MCR's .457 revolver M4A5 .460 Rowland revolver CCK GP-7 R10 revolver Guns made inaccessible: NRI guns (including derringer, bobr, plasmas, Miecz) Sol35 (Tarkon, sol ERT, gateway, adminspawn) Sol40 (Tarkon, sol ERT, gateway, adminspawn) Trappiste caliber (wespe, some already adminspawn weapons) Turret adjustments: Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30 dmg every 1.5 seconds (old)) Stinger - 4.6x30mm instead of .35, matching damage Colonist - .45 added instead of sol40, matching damage Hoplite - Same as above Armoury: Armoury spawned MCRs replaced with laser guns and energy guns SMG's and rifles with WT If there would be a case with two separate spawns of a WT, the other is gone. Breaching shell boxes do not spawn in the armoury (they were capable of 1 shotting a dark mauler I wish I was kidding) Lathe: 9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm murphy magazine is. It fits in 9mm firing turrets and the murphy. ## Why It's Good For The Game Give me like a couple days and I'll fill this out. I doubt anyone who is already pro-skyrat-gun will change their mind but it's good to rationalize the decision regardless. Find this out as in lay it out on paper. EDIT 1: Adding the first part # Foreword This PR is a *draft*. That means a lot of things are subject to change, a lot of things can be disorganized and a lot of things will be done unoptimally. Going forwards, do keep in mind, the decision-making process behind "remove entirely" and "virtually remove" will not be dependant on us going forwards, as the decision on this matter requires maintainer input more than any other. Next, the delay. I simply am not a machine, neither are other people onboard this project. With different timezones, it was important to find what isn't working so I can relay it to people in working hours. Without further ado, ## The case of the ammo types and workbench The ammunitions workbench is a machine that provides ammunition into clips, refilling them. The ammunition workbench is also the source of a multitude of alternate ammunition types. It has with itself brought several issues that at least would warrant a rework or heavy adjustments: 1. Contraband ammunitions. There is no real reason that the entire security department, or even a single crewmember should be accessing phasic weapons in the form of printable ammotypes. The argument of "the pipegun having it" doesn't do it favours, as the way you get it is an 8% chance on crafting a junk round for a bulky gun and the only way to find out if you actually have it is checking each shell individually with a bandolier. 2. Complimentary with the removals. Most use cases for this machine are refilling the magazines you can order or get alongside your weapons. This collides with the protolathe, which sources most of our upstream-based ammunition instead. With the skyrat weapons gone, this machine becomes redundant. You may claim that it's still useful in saving on materials, where you would be right! However is it worth to have and maintain an entirely separate structure, with it's own mechanics, map placements, etc. to get a benefit equal to 1.6x more bang for the buck? At the end of the day, splitting ways of getting ammo across a single room for something so miniscule compared to the bloat it adds is pointless. # The weapons, why should they go, one by one. ### RomTech Flechette rifles Compared to a standard laser gun, which is in all means our baseline of ranged damage in ss13 - being the default armoury weapon, the default laser for turrets and default laser for mobs. Better yet, let's compare it to that and the default ballistic option that we have from TG. What turns out, is that not only is the romtech carbine faster at killing than the laser, but also rivals the WT with a split second of difference in ttk in the favour of the romtech. Let's assume it's human error and the WT is better TTK wise, just as an experiment. Clearly, there must be a tradeoff, somewhere, right? One that balances them all out to be equal weapons in the grand scale of things, contemporaries! Well, no, not really. Not even close. The carbine can be folded to fit in bags, that's one thing. The carbine has more ammo, that's another thing. Bursts are harder to dodge than series shots since they cover more perpendicular ground when attempting to dodge projectiles, as is staple for ss13 combat. Burst weapons are advantageous in applying more damage quicker, as you can see on the videos - and initial damage, an alpha strike, applies movement slowdown, ensuring future projectiles connect easier and the target cannot run. It might be a coincidence that the only /tg/ derived weapons that fire burst are adminspawn ERT or the Nukie weapons. But it doesn't end here, no, the RomTech's ammunition alone would warrant a complete overhaul if not a removal. **steel ball** <p> Takes 9 shots to stamcrit, deals mixed damage - further increasing the amount of slowdown applied, and not only is it MUCH faster at stamcritting than a disabler is, it also leaves the target with 70 damage. Over half their healthbar. Severely overtuned with little counterplay availible, alpha strike monster that is better at disabling than disablers and better at stopping people dead in their tracks than rifles, and if you look at our anti-stun, we have less than ever on antagonists with Adrenal implants gone, Adreanaline Glands reworked, etc, etc... </p> **Penetrator** NT's answer to armour! The penetrator has 60 AP and otherwise the same damage as the AP WT rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates it's predecessor whilst being orderable roundstart, and not only that, but it can fully ignore elite modsuits on nukeops. Not every mechanic has to have a counter, there's no direct counter to someone healing after a fight, there is no direct counter to having multiple shots, and there shouldn't be a full nullification of armour for such a low cost. There shouldn't be one for a crew that can mass produce these, ever. **Magnesium** Arguably fine, 12 firestacks per shot is still quite insane for a lower chance of friendly fire compared to original incediary hot turfs, **Ripper** Steel ball, but even worse. They don't embed a single time, ***this embeds every time***. It takes several seconds to take out. Actually, let's compare this gun's bullets to ninja stars. - 2 times the embed chance at 200 vs 100 - 8 times the jostle chance at 80 vs 10 - Comparable fall chance, at 1 vs 0 - More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage - More pain chance, at 70 vs 15 - Less pain modifier, at 2 vs 5 - Takes longer to take out, 5 seconds vs 3 - Jostling pain is the same ### One problem. There's three of those fired per burst, cannot be caught either. And the armour pen is the same. in conclusion, every aspect of this gun is unhealthy for the game, from it's gimmick, to it's execution, to it's stats, to it's ammo, to it's consistency, to it's firing mode, to it being able to be currently worn on sec belts along disablers - up to 4, if I remember correct. No reworks. It has to go. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 del: Removed breaching slugs from crew (not to be confused with frangible. These ones 1 shot mechs) del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10 revolver, M4A5, and their associated ammo types. del: Removed ammunition types: IHDF, rubber variants excluding .38/shotgun/nukie, stardust, magnum, express, hornet's nest del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr, derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible to crew, kept for ERT/Gateway/Flavour/Admin reasons balance: Turrets which use a removed calibre have been adjusted into either that of the WT's, Ceres (still printable) or 9mm. balance: WT's replace missing sindanos across armouries, laser guns and eguns replace the missing MCR's. /🆑 --------- Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com> |
||
|
|
3992434cb8 |
Healium bolts now embed and heal/knock out passively over time instead of being instant and unblockable (#91481)
## About The Pull Request Healium bolts now heal you for 5 of each damage per second for 6 seconds before falling out, while applying 2 seconds of drowsiness. If you have at least 5 seconds of drowsiness (after 4 seconds of processing, because we add 2 and it gets deducted by 1 afterwards) you get knocked out for 3 seconds (similarly to how it worked before, but with 1 additional second left of processing if you were only shot by one bolt, you end up knocked out for 4 seconds). It takes 1.5 seconds to rip one out, so you should be able to react to being shot by one unless the attacker follows it up with a melee distruption. Bolts that fall out restore their charges, but only one bolt at a time can be putting the target to sleep. https://github.com/user-attachments/assets/7936895e-f4dc-4bd6-847f-495c7f1202db Video is a bit outdated, delay before knockout been bumped by a second. ###### This is a commission for Ezel/Improvedname ## Why It's Good For The Game Healium bolts are an instant knockout that could be mass-produced to either instantly win fights, or thrown at medbay to quickly hit corpses by poking them over and over again as bolts didn't even embed, so players can instantly reload and shoot them again. It was either making them harder to produce, or reducing the effects, and former wouldn't solve the knockout issue. They also didn't care about block values, so even if you blocked or reflected one you'd still get knocked out. lol ## Changelog 🆑 balance: Healium bolts now heal and knock out overtime while being embedded instead of being instant. balance: Healium bolts dissolve after being embedded for 6 seconds and don't work on corpses fix: Healium bolts no longer ignore being blocked/parried/reflected /🆑 |
||
|
|
c108ef79ac |
Healium bolts now embed and heal/knock out passively over time instead of being instant and unblockable (#91481)
## About The Pull Request Healium bolts now heal you for 5 of each damage per second for 6 seconds before falling out, while applying 2 seconds of drowsiness. If you have at least 5 seconds of drowsiness (after 4 seconds of processing, because we add 2 and it gets deducted by 1 afterwards) you get knocked out for 3 seconds (similarly to how it worked before, but with 1 additional second left of processing if you were only shot by one bolt, you end up knocked out for 4 seconds). It takes 1.5 seconds to rip one out, so you should be able to react to being shot by one unless the attacker follows it up with a melee distruption. Bolts that fall out restore their charges, but only one bolt at a time can be putting the target to sleep. https://github.com/user-attachments/assets/7936895e-f4dc-4bd6-847f-495c7f1202db Video is a bit outdated, delay before knockout been bumped by a second. ###### This is a commission for Ezel/Improvedname ## Why It's Good For The Game Healium bolts are an instant knockout that could be mass-produced to either instantly win fights, or thrown at medbay to quickly hit corpses by poking them over and over again as bolts didn't even embed, so players can instantly reload and shoot them again. It was either making them harder to produce, or reducing the effects, and former wouldn't solve the knockout issue. They also didn't care about block values, so even if you blocked or reflected one you'd still get knocked out. lol ## Changelog 🆑 balance: Healium bolts now heal and knock out overtime while being embedded instead of being instant. balance: Healium bolts dissolve after being embedded for 6 seconds and don't work on corpses fix: Healium bolts no longer ignore being blocked/parried/reflected /🆑 |
||
|
|
690bfc04b4 |
Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
This is a big one so please bear with me, wounds are complicated We've decreased the max contributed damage to wound rolls from 35 to 25. This results, after the exponent, a max possible wound roll of 1 to 91 before any modifiers (assuming the attack, after armor, is 25 or above). The minimum value to wound is still 5. Most wounds were contributing significant numbers per wound type to the potential for a new wound to occur. Getting wounded once meant you were getting wound a lot, but actually getting past that first wounding may be the tricky part. We have significantly reigned in the wound penalty that having a wound contributes, and instead utilize the series wound penalty to allow same type wounds to escalate themselves faster as a priority. Having wounds still makes you more wound vulnerable, just not to such an extreme degree. The priority here for what wounds matter most for contributing to overall wounding vulnerability is ``Infected BURNS > BURNS > SLASH|PIERCE > BLUNT.`` Wound armor, unlike all other kinds of armor, was used as a additive value to the wound roll modifiers rather than a multiplicative value. We have reworked how wound armor is determined by changing how wound modifiers are calculated. Firstly, we're passing our entire injury roll into the ``check_woundings_mod()`` proc, as we're not treating this as a proc that just adds values anymore. Secondly, bare wound bonus only applies if there is no potential wound protection from any source, as expected. But it comes last in the calculations. Thirdly, wound protection is applied to the injury roll last, after wound bonuses from the attack, wound bonuses from other wounds and wound bonuses from a disabled limb are applied. This does not include serial wound bonuses, which are determined outside of this proc. Wound protection comes from two sources. Clothing and limb wound resistance. Your chest and head have an amount of wound resistance so long as they are not mangled in any fashion. Being mangled means having either a hairline fracture or a weeping avulsion wound. Wound protection reduces the final injury roll by a percentage. Say our roll is 50, and we have effectively 50% wound protection. The final roll would be 25. ~~Most clothing have had their wound armor values changed. As a loose rule, I used the highest of melee or bomb armor, except where that value was 100, in which case I used the lowest instead. I'm basing this decision on how embeds are calculated, which is attack type agnostic.~~ ~~Some armor have inconsistent values because they are alternative armors to an existing armor type or are hyperspecialized armor. Ablative, bulletproof and security vests all share a value of 35, despite the former two not having decent melee or bomb armor.~~ ~~Some clothing missing wound armor that should have had them now have wound armor.~~ ~~This may need a bit of scrutiny in case one or two seem weirdly high. Some have maybe become too low. Its a bit hard to say.~~ I changed it to ``exposed_wound_bonus`` to better represent when it applies. You can be naked and still not be affected by this bonus if the limb has wound resistance. I'm not promising anything with this PR, but this is an attempt to sanity check the values on wounds so that we're not seeing what the data that determined the removal of beheading presented. An extreme over-representation of tier 3 wounds. ~~And, from that, maybe I can argue for beheadings coming back. That's my goal. I think beheadings happened so much because the numbers were in need of work.~~ Well okay I just wanna make wounds a bit more workable actually more than I want beheadings. Why is it that tier 3 wounds were so over-represented? Because wounds will often force more severe wounds of other types by merit of any wounds existing at all on a limb. Having **_a_** wound makes you more wound prone for any kind of wound, and not just making you more likely to suffer a more severe type of the same wound. The threshold mechanic was intended to simulate making a wound worse, but oddly just made a limb broadly more prone to getting worse from any kind of attack to such a degree that future wound rolls of different types were often going to start at the threshold necessary to be a tier 3 wound. Dismemberment, mind you, requires you to suffer a flesh wound while you have a bone wound of tier 2 or higher (with tier 3 giving a bonus to this). You can do this readily via just a sharp weapon, because having a mangled limb causes the wound to turn into a bone wound. Technically, this is meant to be less likely as the effective damage for this wound is halved. But the wound bonus from having a flesh wound was almost always significant enough to kick your new bone wound up to a tier 3. In other words; its not surprising that you saw so many beheadings, because the system wanted to behead you as fast as it possibly can thanks to all these escalating values. Wound armor was only applied as a flat reduction on the roll. The average for wound armor was 10. After receiving a single wound, you can expect wound rolls to reach upwards of 100, even if the actual damage roll was not particularly high, due to wound stacking bonuses form being wounded. This meant that wounds, if they happened, came thick and fast after the first, regardless of what your protection might be to wounds. It was just a matter of getting past the initial bump. This is why effects that forced wounds were so powerful. They basically made a given limb more prone to taking a wound without having to deal with the protection problem first. Finally, this is just a broad flaw with the system that is not its fault. It is actually a problem that isn't a problem. Most people in the game are not wearing helmets that protect their head. So most people are going to suffer from a higher proclivity of being wounded if people are aiming for the head. There is this...kind of cargo cult belief that aiming for the head means you do more damage, or can stun someone if you're lucky or what have you. It's entirely nonsense, but it has a grain of truth in that people rarely wear, or even have access too, headwear that provides wound protection or any protection at all. People have jumpsuits, which are universally wound protected, but that isn't true of the head. Look, the point is, they're not aiming at the head because it is usually less armored, its for other reasons but it just so happens to become true due to wounds and how wounds roll their type. To soften this issue, I've decided to treat wound resistance as armor until the limb suffers a tier 3 wound. This way, hits to the head MAY not necessarily escalate to tier 3 instantly as they would on live even from relatively low power weapons. Some weapons have very low force, but have extreme bare wound bonuses. This should be less likely after this change. I doubt this will necessarily make high damage high wound weapons like energy swords any less prone to cutting you clean open, but it might thanks to the reduction to contributed damage to the injury roll. The system is now _a bit more random_. 🆑 balance: Wounds do not make you as vulnerable to suffering wounds of all types as before. Instead, wounds make you more vulnerable to suffering worse versions of themselves as a priority. balance: Wound armor is now more impactful when protecting you from wounds when you have already been wounded. balance: Your head and chest are more difficult to wound until they have been mangled; either from suffering from a weeping avulsion or a hairline fracture. code: Changed the variable for bare_wound_bonus to exposed_wound_bonus to better explain what that variable is doing. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
57624ca1e2 |
Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request This is a big one so please bear with me, wounds are complicated ### Max Potential Wound Rolls We've decreased the max contributed damage to wound rolls from 35 to 25. This results, after the exponent, a max possible wound roll of 1 to 91 before any modifiers (assuming the attack, after armor, is 25 or above). The minimum value to wound is still 5. ### Wound Escalation Penalties Most wounds were contributing significant numbers per wound type to the potential for a new wound to occur. Getting wounded once meant you were getting wound a lot, but actually getting past that first wounding may be the tricky part. We have significantly reigned in the wound penalty that having a wound contributes, and instead utilize the series wound penalty to allow same type wounds to escalate themselves faster as a priority. Having wounds still makes you more wound vulnerable, just not to such an extreme degree. The priority here for what wounds matter most for contributing to overall wounding vulnerability is ``Infected BURNS > BURNS > SLASH|PIERCE > BLUNT.`` ### Wound Armor Wound armor, unlike all other kinds of armor, was used as a additive value to the wound roll modifiers rather than a multiplicative value. We have reworked how wound armor is determined by changing how wound modifiers are calculated. Firstly, we're passing our entire injury roll into the ``check_woundings_mod()`` proc, as we're not treating this as a proc that just adds values anymore. Secondly, bare wound bonus only applies if there is no potential wound protection from any source, as expected. But it comes last in the calculations. Thirdly, wound protection is applied to the injury roll last, after wound bonuses from the attack, wound bonuses from other wounds and wound bonuses from a disabled limb are applied. This does not include serial wound bonuses, which are determined outside of this proc. Wound protection comes from two sources. Clothing and limb wound resistance. Your chest and head have an amount of wound resistance so long as they are not mangled in any fashion. Being mangled means having either a hairline fracture or a weeping avulsion wound. Wound protection reduces the final injury roll by a percentage. Say our roll is 50, and we have effectively 50% wound protection. The final roll would be 25. ### ~~Wound Armor on Clothing~~ Reverted ~~Most clothing have had their wound armor values changed. As a loose rule, I used the highest of melee or bomb armor, except where that value was 100, in which case I used the lowest instead. I'm basing this decision on how embeds are calculated, which is attack type agnostic.~~ ~~Some armor have inconsistent values because they are alternative armors to an existing armor type or are hyperspecialized armor. Ablative, bulletproof and security vests all share a value of 35, despite the former two not having decent melee or bomb armor.~~ ~~Some clothing missing wound armor that should have had them now have wound armor.~~ ~~This may need a bit of scrutiny in case one or two seem weirdly high. Some have maybe become too low. Its a bit hard to say.~~ ### The ``bare_wound_bonus`` variable I changed it to ``exposed_wound_bonus`` to better represent when it applies. You can be naked and still not be affected by this bonus if the limb has wound resistance. ## Why It's Good For The Game I'm not promising anything with this PR, but this is an attempt to sanity check the values on wounds so that we're not seeing what the data that determined the removal of beheading presented. An extreme over-representation of tier 3 wounds. ~~And, from that, maybe I can argue for beheadings coming back. That's my goal. I think beheadings happened so much because the numbers were in need of work.~~ Well okay I just wanna make wounds a bit more workable actually more than I want beheadings. Why is it that tier 3 wounds were so over-represented? Because wounds will often force more severe wounds of other types by merit of any wounds existing at all on a limb. Having **_a_** wound makes you more wound prone for any kind of wound, and not just making you more likely to suffer a more severe type of the same wound. The threshold mechanic was intended to simulate making a wound worse, but oddly just made a limb broadly more prone to getting worse from any kind of attack to such a degree that future wound rolls of different types were often going to start at the threshold necessary to be a tier 3 wound. Dismemberment, mind you, requires you to suffer a flesh wound while you have a bone wound of tier 2 or higher (with tier 3 giving a bonus to this). You can do this readily via just a sharp weapon, because having a mangled limb causes the wound to turn into a bone wound. Technically, this is meant to be less likely as the effective damage for this wound is halved. But the wound bonus from having a flesh wound was almost always significant enough to kick your new bone wound up to a tier 3. In other words; its not surprising that you saw so many beheadings, because the system wanted to behead you as fast as it possibly can thanks to all these escalating values. Wound armor was only applied as a flat reduction on the roll. The average for wound armor was 10. After receiving a single wound, you can expect wound rolls to reach upwards of 100, even if the actual damage roll was not particularly high, due to wound stacking bonuses form being wounded. This meant that wounds, if they happened, came thick and fast after the first, regardless of what your protection might be to wounds. It was just a matter of getting past the initial bump. This is why effects that forced wounds were so powerful. They basically made a given limb more prone to taking a wound without having to deal with the protection problem first. Finally, this is just a broad flaw with the system that is not its fault. It is actually a problem that isn't a problem. Most people in the game are not wearing helmets that protect their head. So most people are going to suffer from a higher proclivity of being wounded if people are aiming for the head. There is this...kind of cargo cult belief that aiming for the head means you do more damage, or can stun someone if you're lucky or what have you. It's entirely nonsense, but it has a grain of truth in that people rarely wear, or even have access too, headwear that provides wound protection or any protection at all. People have jumpsuits, which are universally wound protected, but that isn't true of the head. Look, the point is, they're not aiming at the head because it is usually less armored, its for other reasons but it just so happens to become true due to wounds and how wounds roll their type. To soften this issue, I've decided to treat wound resistance as armor until the limb suffers a tier 3 wound. This way, hits to the head MAY not necessarily escalate to tier 3 instantly as they would on live even from relatively low power weapons. Some weapons have very low force, but have extreme bare wound bonuses. This should be less likely after this change. I doubt this will necessarily make high damage high wound weapons like energy swords any less prone to cutting you clean open, but it might thanks to the reduction to contributed damage to the injury roll. The system is now _a bit more random_. ## Changelog 🆑 balance: Wounds do not make you as vulnerable to suffering wounds of all types as before. Instead, wounds make you more vulnerable to suffering worse versions of themselves as a priority. balance: Wound armor is now more impactful when protecting you from wounds when you have already been wounded. balance: Your head and chest are more difficult to wound until they have been mangled; either from suffering from a weeping avulsion or a hairline fracture. code: Changed the variable for bare_wound_bonus to exposed_wound_bonus to better explain what that variable is doing. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
01037d0838 |
{NO GBP} Reduces stamina damage from rubbershot by a single point per pellet. (#91119)
## About The Pull Request Reduces rubbershot pellets from 11 stamina damage to 10 stamina damage. ## Why It's Good For The Game So fun fact. Stamina crit threshold is particularly generous about when it tips you over into stamina crit. Fired from a combat shotgun, rubbershot would deal 99 stamina damage at point blank. Resulting in you entering stamina crit if you didn't have any armor at all. By reducing this by exactly one point, this no longer happens. This is another PR I was reluctant to do but honestly, this change was recent enough that I frankly do hold a lot more of the blame for it. A few steps back isn't going to hurt anyone. These things still spew damage at whatever you point them at. "But Anne, what about rubbershot in riot shotguns!" It did 66 stamina damage total. At 60 damage, you can still slow down someone in a sec vest with a point blank shot. For the most part, it will probably be completely unnoticeable for the riot shotgun. I don't even know why it was an uneven number to be completely honest with you. |
||
|
|
2f415a5735 |
{NO GBP} Reduces stamina damage from rubbershot by a single point per pellet. (#91119)
## About The Pull Request Reduces rubbershot pellets from 11 stamina damage to 10 stamina damage. ## Why It's Good For The Game So fun fact. Stamina crit threshold is particularly generous about when it tips you over into stamina crit. Fired from a combat shotgun, rubbershot would deal 99 stamina damage at point blank. Resulting in you entering stamina crit if you didn't have any armor at all. By reducing this by exactly one point, this no longer happens. This is another PR I was reluctant to do but honestly, this change was recent enough that I frankly do hold a lot more of the blame for it. A few steps back isn't going to hurt anyone. These things still spew damage at whatever you point them at. "But Anne, what about rubbershot in riot shotguns!" It did 66 stamina damage total. At 60 damage, you can still slow down someone in a sec vest with a point blank shot. For the most part, it will probably be completely unnoticeable for the riot shotgun. I don't even know why it was an uneven number to be completely honest with you. |
||
|
|
0dec947cf0 | Significantly tones down the embed probability of flechette rounds (#90784) | ||
|
|
c1c6c5d5b9 | Significantly tones down the embed probability of flechette rounds (#90784) | ||
|
|
b905c4e81a |
Fix runtime related to pea bullets (#90862)
## About The Pull Request The peashooter and probably gatfruit runtimes every time a bullet hits because it tries to `&` a datum and a number ## Why It's Good For The Game Bug fix ## Changelog 🆑 fix: fixed a runtime related to pea bullet impacts /🆑 |
||
|
|
66be0ce547 |
Fix runtime related to pea bullets (#90862)
## About The Pull Request The peashooter and probably gatfruit runtimes every time a bullet hits because it tries to `&` a datum and a number ## Why It's Good For The Game Bug fix ## Changelog 🆑 fix: fixed a runtime related to pea bullet impacts /🆑 |
||
|
|
d8455d6636 |
Makes some bullet embeds bullet embeds (#90104)
## About The Pull Request Subtyping bullet for futureproofing. (These specific bullets didn't get `stealthy_embed`) ## Changelog 🆑 Melbert fix: Some niche bullets are now hidden when embedded /🆑 |
||
|
|
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> |
||
|
|
50ed8cbb52 |
Fixes most mining mobs being unaffected by additional damage against them (#89682)
## About The Pull Request #89619 introduced a MOB_MINING biotype which allows us to get rid of jank that the ismining() macro was. This fixes soulscythes, cursed katanas, mining bombs, strongarm implants and junk hunter bullets not getting their buffs against a good chunk of mining fauna. Closes #89597 ## Why It's Good For The Game You'd expect items explicitly designed against fauna to actually fare well against it. ## Changelog 🆑 fix: Fixed most mining mobs being unaffected by additional damage against them /🆑 |
||
|
|
7f15e11993 |
Adds a new syringe gun mode and improves foam darts. (#89510)
## About The Pull Request This PR implements multiple new features: Foam darts now can stick to people as long as their cap isn't removed. Riot foam darts have a chance to jostle when you move with one stuck inside of you, dealing a bit of stamina damage from the weight stuck to your limbs. Syringe guns received a second "low power" mode, toggleable with in-hand right click. In this mode, syringes fired will embed into their target and slowly leak their reagents instead of instantly delivering them. Thankfully, they can be plucked out pretty quickly. You can also insert syringes into uncapped (screwdriver-ed) foam darts (similarly to pens) to achieve the same result, allowing you to get a bootleg low-efficiency syringe gun. Additionally, I fixed/cleaned up some embedding issues/code which I found while coding this. ## Why It's Good For The Game This allows players to explore new funny interactions between items and chems, as we don't have a reliable slow release mechanism aside from IV drips currently. And foam darts embedding it just (mostly) harmless fluff, if someone figures out a way to cause havoc with it then I'll be very proud of them (someone totally will). ## Changelog 🆑 add: Foam darts now stick to people when they have their cap on, riot foam darts also can passively deal a bit of stamina damage when you move with one. add: Syringes can be inserted into foam darts, making them embed and slowly leak their reagents into their victim. add: Syringe guns can be toggled (with right click) between high power and low power modes, former being their normal functionality and latter making syringes embed and slowly leak their contents. fix: Fixed projectiles sometimes not embedding when they should've code: Cleaned embedding code up /🆑 |
||
|
|
894d21e64f |
Improves hitscan projectile chunking (#89616)
## About The Pull Request Hitscan projectiles that run out of dedicated tick time before they hit anything abort their movement, ensuring that firing an emitter beam into space won't cause horrible lag. However, most hitscans also have icons and have visible (albeit unanimated) movement in such a case, making it look like projectile code is exploding as tracers appear only after a rather visible and tangible projectile hits its target. This PR resolves the issue by making hitscans "chunk" their trails in such cases, ensuring that they always look like actual hitscans. Video below has an artificial speed cap on hitscans, to showcase how it'd look during extreme lag. https://github.com/user-attachments/assets/eeac034d-d08e-45b0-b7d2-8589376f1c7d Also some minor hitscan code improvements because I can. ## Changelog 🆑 fix: Hitscan projectiles like emitter beams should look less weird during extreme lag spikes /🆑 |
||
|
|
d7130a4598 |
Make slips eligible for shove stuns (#89313)
## About The Pull Request Adds slips to the list of existing shove stun methods originally set in https://github.com/tgstation/tgstation/pull/84640 (wall shoves, telebaton, mansus grasp), and also reifies this concept as the "dazed" status effect. This makes it so that being knocked down from a slip from any source (e.g. wet floor, clown stuff, lube, foam, oil, butterdog) gives the dazed visual effect and makes you eligible for being shove stunned. The status always lasts for 3 seconds even if e.g. slipping on lube knocks you down for 15, but this can be customized per slip. ## Why It's Good For The Game Further rewards environmental play and provides another feasible means of fighting back against better equipped opponents, both in line with the original PR. Also the visual cue fits well as an immediate signal that you're dazed and can't get up. ## Changelog 🆑 balance: slips now make you eligible for being shove stunned /🆑 --------- Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> |
||
|
|
85707b3459 | Cargo can source lethal shotgun shells at a premium via Imports. Rebalances shotgun shells. (#89125) | ||
|
|
3499727a6d |
Implements datumized embedding handlers in place of element-component-datum triad (#88511)
## About The Pull Request This PR completely rewrites our embedding system in favor of embedding datum handlers which acts as containers for all embedding-related data and logic. Currently embedding logic relies on an element-component-datum triad, where elements on the items handle embedding logic, singleton datums store embedding data and components (which get assigned to ***mobs*** in whom the item embedded) handle pain and the item being ripped out. How do we access all the procs? By using comsigs as procs, which is really bad. This code was written back in 2020 when DCS was hot stuff but in hindsight this implementation was a mistake, as it heavily restricts custom embedding behaviors unless you're willing to constantly run GetComponent (bad, ugly, incarnation of evil) This PR rewrites all that logic to be handled by lazyloaded ``/datum/embedding``, which is stored similarly to current ``/datum/embed_data``. Upon being requested, it is initialized and assigned to a parent from whom all the logic is handled, from being embedded to pain and having the item ripped out. On projectiles this only handles one proc, after which it copies itself down to the shrapnel item instead and runs the chain further from there. Ideally, most embedding-related logic now should be handled purely datum-side - in most cases items should not be hooking up to themselves like they did before (unless said logic is for when the item is made sticky or smth) and instead the code should be handled by the embedding datum (see sholean grapes implementation in this PR). This should allow us to do fancy stuff like syringe guns embedding syringes into targets and injecting them that way, and fix some bugs along the way. Closes #88115 Closes #87946 Also fixed a bug with scars not displaying when examined closely from #86506 because i was in the area anyways |
||
|
|
42d80a5963 |
Fixes .357 Heartseeker not homing in on people (#88696)
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
||
|
|
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. |
||
|
|
560d849e04 |
gatfruit shoots peas (#88051)
## About The Pull Request basically #64128 slightly redone (with permission) gatfruit now shoots peas; (injects assuming hit zone is unblocked and this assumes you havent modified the plants reagent genes) at 0 potency to god knows what potency a single pea (bullet) deals 5 brute and injects 1u of phytotoxins at 50 potency it fires 10 brute and injects 15u of phytotoxin at 100 potency it fires 15 brute and injects 30u of phytotoxin phytotoxin is the Toxin chemical but with no liver damage, it is not particularly strong but serves to recreate the original PRs 5 tox with possibility of actually modifying that  upon peeling the fruit its reagents are spread among the revolvers 7 casings also i attempted to make the revolver look more plant-like but im pretty sure i screwed up  ## Why It's Good For The Game a bullet of 357 deals 60 brute (not counting falloff (which i dont think it gets) and armor) there are 7 bullets of 357 in a revolver so 420 brute in 1 revolver, and it basically takes 200 brute to kill someone outright if oxygen and other damage doesnt do it first at 10 yield (or whatever max yield is i cant really remember) thats 10 revolvers, so 10 x 420 so 4200 in a bag brute per harvest (again 200 brute if you decide to shoot until something dies so you can kill like 21 people if you dont miss in a single yield 10 harvest) thats pretty busted for something you can achieve fast by making REALLY easy chems after getting the seeds from exodrones or lavaland with this change its still a viable weapon but not a supremely lethal traitor weapon, and also enables some botany gaming if you make it contain felinid mutation toxin or something ## Changelog 🆑 balance: A mutation in gatfruit seeds has led to a drastic alteration in the observable traits of the plant, which now fires hardened peas that deal less damage, but poison the target. Additionally, its poison can be, with some botanical engineering, replaced with whatever you wish. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
bbb7a41743 |
Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request ~~Kept you waitin huh!~~ The projectile refactor is finally here, 4 years later. This PR (almost) completely rewrites projectile logic to be more maintainable and performant. ### Key changes: * Instead of moving by a fixed amount of pixels, potentially skipping tile corners and being performance-heavy, projectiles now use raymarching in order to teleport through tiles and only visually animate themselves. This allows us to do custom per-projectile animations and makes the code much more reliable, sane and maintainable. You (did not) serve us well, pixel_move. * Speed variable now measures how many tiles (if SSprojectiles has default values) a projectile passes in a tick instead of being a magical Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired because it never had a right to exist in the first place. __This means that downstreams will need to set all of their custom projectiles' speed values to ``pixel_speed_multiplier / speed``__ in order to prevent projectiles from inverting their speed. * Hitscans no longer operate with spartial vectors and instead only store key points in which the projectile impacted something or changed its angle. This should similarly make the code much easier to work with, as well as fixing some visual jank due to incorrect calculations. * Projectiles only delete themselves the ***next*** tick after impacting something or reaching their maximum range. Doing so allows them to finish their impact animation and hide themselves between ticks via animation chains. This means that projectiles no longer disappear ~a tile before hitting their target, and that we can finally make impact markers be consistent with where the projectile actually landed instead of being entirely random. <details> <summary>Here is an example of how this affects our slowest-moving projectile: Magic Missiles.</summary> Before: https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e After: https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915 </details> <details> <summary>And here is a much faster, and currently jankier, disabler SMG.</summary> Before: https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348 After: https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238 </details> ### But how will this affect the ~~trout population~~ gameplay? Beyond improved visuals, smoother movement and a few minor bugfixes, this should not have a major gameplay impact. If something changed its behavior in an unexpected way or started looking odd, please make an issue report. Projectile impacts should now be consistent with their visual position, so hitting and dodging shots should be slightly easier and more intuitive. This PR should be testmerged extensively due to the amount of changes it brings and considerable difficulty in reviewing them. Please contact me to ensure its good to merge. Closes #71822 Closes #78547 Closes #78871 Closes #83901 Closes #87802 Closes #88073 ## Why It's Good For The Game Our core projectile code is an ungodly abomination that nobody except me, Kapu and Potato dared to poke in the past months (potentially longer). It is laggy, overcomplicated and absolutely unmaintaineable - while a lot of decisions made sense 4 years ago when we were attempting to introduce pixel movement, nowadays they are only acting as major roadblocks for any contributor who is attempting to make projectile behavior that differs from normal in any way. Huge thanks to Kapu and Potato (Lemon) on the discord for providing insights, ideas and advice throughout the past months regarding potential improvements to projectile code, almost all of which made it in. ## Changelog 🆑 qol: Projectiles now visually impact their targets instead of disappearing about a tile short of it. fix: Fixed multiple minor issues with projectile behavior refactor: Completely rewrote almost all of our projectile code - if anything broke or started looking/behaving oddly, make an issue report! /🆑 |
||
|
|
0b99107cc2 |
Guncode Agony 3: Projectile code cleanup (#87628)
## About The Pull Request
Massive cleanup/pseudo-refactor of projectile and projectile-adjacent
code. One letter variables, weird logic, some runtimes, all of that.
Atomized in a separate PR from the actual refactor so we don't end up
with a 5k line PR.
## Why It's Good For The Game
Makes the code possible to work with before I nuke pixel_move and kevinz
units™️
|
||
|
|
241514f520 |
Fixes improper static list declarations + adds grep for it (#87207)
## About The Pull Request I randomly came across a `var/list/static` in the code, which does not actually do what was intended, and thought it was silly. A ctrl+f revealed that this was a fairly common mistake, so I went and fixed all the instances of it I could find. ~~Including one in lighting code, which it looked like they were trying to create a global list to cache generated lighting sheet values for speed, but it was just a normal list that got created each time pointlessly. Now those values are actually being cached (using a global var, because a `static` list was not the right thing to use there in the first place).~~ Nevermind, it seems that this was in fact being cached even if it shouldn't have been, because byond. Just rearranged it there seeing as it works either way. ## Why It's Good For The Game Code that does what it's supposed to ## Changelog 🆑 fix: fixes a bunch of improper static list declarations /🆑 |
||
|
|
58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
||
|
|
ff87c71689 |
Various syndicate crossbow adjustments (#86781)
## About The Pull Request
Adjustments have been made to the Syndicate Crossbow to address its
current strength and balance issues. The weapon is being heavily abused
due to its overpowering combination of damage and utility. These changes
aim to reduce its effectiveness while maintaining its role in the game.
List of Changes:
Syndicate Rebar Bolt Damage: Reduced to 45 from 55.
Hydrogen Bolt Damage: Reduced 35 from 55.
Hydrogen Bolt Wound chance: reduced to 0 to prevent delimbing.
Quiver Reload: Reload is now interrupted by movement.
Quiver Reload: Reload increased 1.2 seconds from 0.8 seconds.
Crossbow TC Cost Increased to 12 from 10.
Quiver size: Increased to normal from small.
Edit : after some more thought and looking at the original creator's
ideal, i've made some more changes. I've adjusted damage slightly to
still fit in damage breakpoints but not rely on mood. Syndicate crossbow
was meant to be a sidegrade to the syndicate revolver, it is currently
an upgrade, even with these changes.
## Why It's Good For The Game
The Syndicate Crossbow’s high damage output, especially with hydrogen
bolts, makes it overly powerful, leading to imbalanced gameplay.
Reducing the damage brings it more in line with other weapons like the
syndicate revolver while ensuring it still remains useful in certain
situations.
We should consider this weapon as a sidegrade to the syndicate revolver,
we should look at what armor does to the damage. With these changes, we
kill both a security officer and an unarmored crew member in 3 shots.
The revolver kills an unarmored crew member in 2 shots but an armored
security officer in 3 or 4, depending on their mood.
Comparing the Syndicate crossbow to the Syndicate Revolver, it is easier
to find ammo for, has higher armor pen, is easier to store ammo for,
easier to reload, has a scope, and the ammo is reusable. The crossbow
needs a bit more of a trade-off than some reduced ammo capacity.
Metal hydrogen bolts fill a niche for silently killing pets across the
map, not killing the entire station from a 1x1 hole in maintenance. They
have no reason to be doing as much damage as syndicate rebar bolt damage
or close to zaukerite bolts which are significantly more difficult to
make.
With the introduction of the syndicate quiver, the syndicate crossbow
has gotten significantly more powerful. Much of the clunkiness that made
it 'worse' than the syndicate revolver has been removed (similar TC
cost, damage, utility. 13 TC for revolver, 10 TC for crossbow). The
increase in power deserves an increase in TC cost. The syndicate
crossbow was meant to be a sidegrade to the syndicate revolver, we can
adjust the price so balance between them is more cut and dry.
The ability to reload the crossbow with the quiver while moving is also
a bit too strong. It effectively gives you a magazine of 20 shots while
in active combat. You can spam your reload keybind and left mouse button
while moving to continue firing at a rate of one shot per 0.8 seconds. I
feel like this kind of defeats the entire idea behind the crossbow.
Edit : I found while testing that I could still reload while moving at
0.8 second reload if i stutter step, I could still reload during combat.
I've increased it to 1.2 seconds.
Quiver size was increased because it's silly for a quiver with 20 bolts
to be able to fit in a box
## Changelog
🆑
balance: Syndicate Rebar Bolt damage reduced to 45 from 55.
balance: Hydrogen Bolt damage reduced to 35 from 55.
balance: Syndicate Quiver reload is now interrupted by movement.
balance: Syndicate Quiver reload increased to 1.2 seconds from 0.8
seconds.
balance: Crossbow TC cost increased to 12 from 10.
balance: Quiver size increased to normal from small.
/🆑
|
||
|
|
8436d3e0de |
Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store rods and reload the Rebar more efficiently.  Fixes Rebar bows having more ammo than intended. Rebar bows will now draw their string with left click instead of just the use button. Quivers are now a neck storage item. Hydrogen bolts have lost their ability to embed and pierce an infinite number of targets in exchange for a small damage buff , increased accuracy on bodyparts and the ability to pierce walls. ## Why It's Good For The Game This PR is the fruit of a discussion spanned over the course of several months between me and KingKumaArt (the creator of the rebar bows.), He's now busy abroad, so I'm pushing these changes in his stead. **Changes to the syndie rebar and quivers** The syndicate rebar bow is a fun albeit slightly underwhelming weapon, at least compared to its direct competitor, the revolver. The numbers prove this, as according to the charts it's very rarely bought on LRP and doesn't even show on the MRP charts. https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf I think most of the issues with the weapon can be attributed to the horrible jank that surrounds it. Reloading and storing ammunition for this weapon is a management nightmare, as the rods cannot be stacked and have to be manually loaded by hand, making it horrendous to use in combat. While that's fine for the makeshift crew version, Traitor weapons should be more realiable in a combat scenario. **So i'm squashing both problems by introducing a traitor version of the quiver.** It comes packed with the box you get the crossbow from, can be worn on the neck, stacks up to 20 rods, and features an action button that allows you to slowly chamber your rods into the rebar. Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw The crew version has also been moved to a neck storage item, but has half the capacity and lacks the ability to quick reload. I've also made the firing process slightly less annoying by having left click draw and undraw the string; as it stands, you have to alternate left click and use on hand after each shot, which is just jarring. Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't have to slap a new trait every time we want to dictate how accurate a gun or projectile should be at range. Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than its intended capacity. if you were to chamber your last rod, it does end up nerfing the burst of the syndie variant, as it drops down from 4 to 3, but the smoother reload should make up for it. **Hydrogen bolts** As it stands, all the atmosian bolt variants occupy different niches and they are more or less balanced. Except for the hydrogen bolts. With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't have any real purpose to exist with their lower damage and lack of the ability to delimb. Metallic hydrogen in general doesn't have any good applications, the armor is weaker than your run of the mill sec vest, the axe is a downgrade over the roundstarting one....; I could go on, point being that something that requires in depth atmos knowledge and 30-40 minutes of hard work shouldn't be outclassed by what's readily available at the start of the shift. So what if we made the hydrogen bolts go through walls? Long range weaponry is a niche that remains mostly unfilled in the traitor arsenal. The syndicate rebar technically does have a scope, but requiring direct line of sight makes it unreliable and far too risky to use, since you could be jumped at any times while you are zoomed in. So i've made the hydrogen bolts a weaker version of the nukie penetrator rounds, with slightly lower damage, no infinite pierce and inability to damage the AI core. I've also improved their long range accuracy, as these bolts are meant to be accurate at longer ranges, (they drop off massively past the 15 tiles) Now yes, the bolts will be accessible to the crew as well, so why am I discussing this as if it were a traitor change? Well for starters, the actual applications of a crew atmos tech using these are fairly limited. Regular rebar bows can only fire 1 shot at a time, don't have a scope, and you won't get much mileage out of the wall piercing component unless you get thermals or x-rays, which are very much a stretch to acquire as an atmos tech. In the hands of a traitor, however, I can see it as a potential use for a long-range sniping tool, if you are willing to commit half of your round to make the bolts that is. ## Changelog 🆑 add: A Syndicate Rebar Quiver has been added to the uplink qol: Left clicking with a rebar crossbow will now draw/undraw the string. balance: Rebar quivers are now a neck slot item. balance: Hydrogen bolts damage has been upped to 55 brute and can now pierce through walls, they no longer have infinite piercing and can no longer embed however. code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables. fix: fixes rebar crossbows having a higher capacity than intended if a bolt had already been chambered. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
||
|
|
11fce492bb |
Jarvis, add buckshot to the blackmarket. (#85470)
## About The Pull Request  ~discord light-theme big L.~ By the by, these are slightly nerfed buckshots, create big puffs of powder smoke when fired, damage your gun, and MIGHT blow you up in the same style of using a detective revolver loaded with .357 if you fire too many. Also, the integrity of the firearm now counts towards the damage of bullets it's fired from. ## Why It's Good For The Game The blackmarket is a place where you can find illegally illegal, evil items, along with other trinkets. I thought it'd be a nice place to reintroduce buckshot with a little downgrading twist after it has been nerfed (it used to do 60 damage without falloff) AFTER it was removed from the lathes and the station. ## Changelog 🆑 add: Buckshot is back on the menu, on the blackmarket. balance: the integrity of firearms now counts toward projectile damage. A gun that's on the very verge of breaking down will deal half as much damage. /🆑 |
||
|
|
b98afcd140 |
Replaces my old and crusty pp-95 with the cool new nukeops tech on the block, smart SMGs (#85211)
## About The Pull Request   Adds the Abielle Smart-SMG to replace the pp-95 entirely. The Abielle performs nearly identically to the pp-95 in nearly all aspects, doing 0.5 less damage because it's not a projectile modifier on 9mm anymore. What the Abielle does do majorly differently, is give it's bullets a slight homing ability VS whatever you clicked on. This keeps the weapon equally useless to it's predecessor at spraying blindly down hallways, while rewarding careful aim with bullets that slightly track the target. ## Why It's Good For The Game The surplus smg sucks, and I don't mean performance-wise (although it certainly does, that's the idea). The surplus smg sucks because typically you would be better suited using it as a melee weapon due to the inaccuracy and low damage. Making the cheapo "I forgot to buy a weapon" gun practically useless is super punishing especially for newer ops who might not remember to buy a weapon first. The smartgun makes the surplus smg still pretty shit compared to the other nukeops guns that can down a man nearly instantly, but means that reinforcements or broke ass nukeops can still be relatively effective so long as they can click on a spaceman across the screen. ## Changelog 🆑 balance: The nukeops surplus smg, the pp-95, has been reworked into the Abielle Smart-SMG. It performs nearly identically to the pp-95, however it's projectiles get a slight homing ability towards whatever you click on. sound: New firing sounds for the surplus smg, credit to the m41 sound effects from tgmc image: New sprites for the surplus smg, made by me /🆑 |
||
|
|
b748c455df |
Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request Adds a new space ruin to the pool. It's the haunted trading post. It is a whiteship dock with a large (safe) common area. The back rooms contain loot and danger. Here are a few 'teaser' images. https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret Recipe. Oh yeah the secret documents teach you how to make three prototype variants of Donk Pockets. There is no limit to the amount of times it can be read, so if you want to corner the market remember to lock up the documents. Or you can share them with your friends. **Now COMPLETE!**  ## Why It's Good For The Game This ruin is a multi-room dungeon with multiple solutions to each room. It has plenty of action from mobs, traps and hazards. Each room has some form of treasure or unique item in it. There's a boss at the end with great rewards for fighting it, including a cool gun (slightly worse variant of laser carbine). This ruin is also a whiteship dock and space base. The public area is entirely safe: stick to the well lit sector and don't trespass in the employees only areas and you won't be harmed. There is a variety of vendors to resupply at (including a brand new Donk Co snack vendor) but unlike most other space ruins you do have to pay. A whiteship can dock at this ruin if you have one, so you can bring groups of people to party or attack the dungeon together. ## Changelog 🆑 add: Adds the Haunted Trading Post space ruin. add: Adds 10+ unique items for the Haunted Trading Post add: Adds 5 dangerous mobs for the Haunted Trading Post add: Adds 4 new types of hazardous traps for the Haunted Trading Post. /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
8ef3c0c04d |
Improves pipe pistols, changes their bane effect to an on-hit effect of the projectile, fixes a mild bug with bayonets on pipe pistols (#84960)
## About The Pull Request Pipeguns and all subtypes have a 3 tiles knockback when fired pointblank, much like shotguns. Pipe pistols unload the entire magazine in a single rapid burst. This feature extends to the (otherwise unobtainable) regal pipe pistol. Fixes pipe pistols being able to be bayoneted. Junk rounds have their on-hit effects with regards to particular mob biotype effects. ## Why It's Good For The Game Pipe pistols aren't quite as useful as their pipegun counterparts. While every shot together would outdamage the pipegun, the pipegun is just generally more reliable and accurate, even at close range. People prefer to use the pipegun's dependable functionality than gamble with trying to land three shots with the pistol in a melee. So, to encourage the use of pipe pistols up close where they are strongest and make them less of a gamble, the pipe pistol has a much deadlier close range potency while still suffering at long range, which is what the pipegun rifle excels at while having slightly lower damage overall. Also it makes the gun feel more like its a duckfoot gun or something, which is fun. The knockback effect was something lost from when they were a shotgun subtype. I just never got around to re-adding it to any of the iterations of pipeguns. It's a cool feature that is a bit of a shame to lose. It has been a few months with no fix in sight for the element, and I'm not particularly hopeful about it either. It's easier to just have this effect baked into the bullets themselves. ## Changelog 🆑 add: Pipe pistols now magdump their entire magazine when fired. add: Pipeguns and their subtypes have a knockback effect. fix: Pipe pistols cannot be bayoneted, as intended. fix: Junk rounds now actually do their extra damage effects against certain mob types. Borgs across the Spinward tremble at the knowledge that these junk weapons can obliterate them with ease. /🆑 |
||
|
|
b6c84135c3 |
Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request This refactors embedding elements to make them use singleton datums (similarly to armor) instead being bespoke and creating a new element every time armor values are supposed to be adjusted. Default values have been removed from defines due to now being declared in base class itself. Additionally fixes vending machines and tackling gloves setting generated shards (which they instantly embed into their victim) embed properties to null after running the embedding code, despite said shards having non-null embedding values by default, making them not be able to embed into anyone else, also potentially breaking the pain/jostling code if they somehow get updated. ## Why It's Good For The Game Current embedding system is an unnecessarily complicated mess as bespoke elements are hard to work with, and creating a new element every time you change values is hacky at best. This change should make it easier to read and work with. ## Changelog 🆑 fix: Fixed glass shards generated from falling vending machines or tackling windows not being able to embed into anyone. refactor: Refactored embedding code to use datums instead of bespoke elements and ugly associated lists. /🆑 |
||
|
|
3c4444b1c4 |
Adds additional equipment for Silverscales. (#84257)
## About The Pull Request This PR adds a few notable changes to the Silverscale pirates: - Replaces the old nanotrasen branded hardsuit with the designer EVA suit, an armored hardsuit equivalent in protection to that of the standard pirates.  - Silverscales all start with satchels - The airlocks on the shuttle can now be locked from the inside - The shuttle now has a robot butler (medibot) named Mortimer, along with a burn kit. - Increased the amount of C4 on the shuttle to 3, and added a 1.30 damage modifier paywalled laser gun to justify having the recharger, the silverscales will need to supply the card themselves - Adds explosive implants to the Silverscales' outfit. They're greedy lizards, did you think they'd let their gear fall into the hands of the poors so easily? - The mosins now get phasic rounds to offset the disadvantages of low DPS compared to lasers. ## Why It's Good For The Game As it stands, it can be argued that the Silverscales are the weakest pirate faction, On paper, they sound as though they would be well-equipped elites, but are left with clunky, unarmored space suits, a bright dead-giveaway glow, and single shot guns that leave them extremely vulnerable to being rushed and stunned. As such, they've become somewhat of a joke amongst players for the past few years. This pr doesn't necessarily aim to negate their weakness, but I'd like to give them more of a safety net that puts them on equal to slightly better footing with standard pirates in terms of their access to armor, healing, and options. The addition of the explosive implant also serves to reinforce their theming of being rich, evil lizards, but is mostly meant to make them more entertaining. ## Changelog 🆑 add: Added the designer EVA suit, a unique pirate hardsuit for Silverscales. balance: Increased the equipment available to Silverscales image: Sprites for the designer EVA suit /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
||
|
|
8511a3aa5f |
Fixes crossbow healium bolt sleeping silicons! Oops! (#83966)
## Why It's Good For The Game I thought I had this in the pr itself, with the check_bodytype code in the healium bolt, but I was wrong. Turns out the check statement only effected the healing but the sleep portion was left out of it by mistake. During testing I never thought to spawn in a borg. |
||
|
|
ed4ba0d227 |
Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request So this PR comes in two basic parts: the new ammo types and the minor balance changes. I'll go over each separately. **--- NEW AMMO TYPES ---**  -- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has middling damage and no dismemberment chance, but pierces through armor and enemies like they weren't even there. -- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic damage, and has excellent wounding and embed chances, but lacking in armor penetration. Also gives 1 second of blurry vision if it hits you! -- Paper balls: Crafted from a sheet of paper. Mostly just a throwing joke item, and 99% nonlethal like donksoft. Can be fired from a crossbow, but also could be used if you wanted to have a snowball fight on metastation. -- Healium Crystal Bolts! Crafted (using menu) from the healium grenade item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for three seconds, limiting its use in actual combat. -- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly overpowered! Admin only! -- A makeshift quiver, made from cutting a o2 tank in half, to store all the ammo in. **MINOR BALANCE CHANGES** -- For some reason I thought the 357, which the traitor crossbow is a direct competitor to, did 40 damage when making the first version of the PR, instead of the reality of it doing 60. It's been buffed to 55 damage. (The basic engi one still does 35.) -- I've been informed that generally, the stressed rebar crossbow isn't ever used, as the misfire chance isnt worth the extra shot. As such, I felt it was thematic to say that the stressing procedure involves messing with the draw system in the fluff, and the stressed one now takes half as long to rack. **OTHER CRAP** -- The rods now drop themselves if you shoot them at a wall. Hopefully. -- Fixed the the non-bare wound chance on the traitor crossbow not being increased from the base version. -- Has a nice electronic discharge noise on firing. ## Why It's Good For The Game I'm very happy with the reception of the rebar crossbow, and felt that given it was an engi weapon at heart, giving it some engi-related ammunition would fit it very well (and also have a good reason for making zaukerite besides selling it.) The paper balls were more just so the crew could able to shoot their buddies with it and not maim them. As for the balance, I feel the tot crossbow being department restricted is already a strong factor in it being infrequently seen, and if someone is lucky enough to roll traitor in a job slot, it's a shame if their job's items aren't worth it. The stressed variant is a similar case, and I hope it's enough of a buff to encourage its use. ## Changelog 🆑 WebcomicArtist add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen (High AP and piercing, but low embed) crossbow ammo for the rebar crossbows add: Added healium crystal ammo for the crossbow as well, which heals whomever you shoot it at. add: Added admin-only supermatter crossbow bolts that dust you, because why the hell not. add: Added non-harmful paper balls. Can be shot from a crossbow, or thrown at co-workers. add: Added a quiver made from cutting an o2 tank in half, to hold it all. image: added sprites for all the above. balance: Traitor Engineer Crossbow ammo now does 55 damage instead of 45, to make it compete with revolver. balance: Stressed Rebar Crossbow now has a shorter delay required to rack it, but can shoot you in the face on misfire. fix: fixed rebar crossbow shots not dropping items on hitting walls fix: fixed traitor crossbow having worse wound chance than the base one sound: added new crossbow firing sound effect /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
c31c364e3a |
Fully deletes improvised shotgun shells from the game. (#83436)
## About The Pull Request For whatever reason, these were partially deleted but the projectile was left in. Since the thing that spawns these projectiles is 100% gone from the game and can't even be spawned by admins there's no reason to keep this vestigial code. ## Why It's Good For The Game Why waste lines of code and storage space on something that is now gone? It's just clutter. ## Changelog 🆑 no player facing change /🆑 |
||
|
|
c3ff3e06c3 |
Auto-aim in combat mode at mobs on the floor is disabled after 10 tiles. (#83270)
## About The Pull Request As stated in the title, auto-aiming at prone targets is disabled after the projectile passed more than 10 tiles (the limit of vision of an ordinary spaceman is 9 tiles). Within 10 tiles, shooting in combat mode remains unchanged. This also does not apply to sniper rifles. Here's a preview of how it works: https://github.com/tgstation/tgstation/assets/126676387/d62fbb03-9f63-4a73-a32a-62b4d11e4515 ## Why It's Good For The Game The main problem of shooting in combat mode is shooting in busy corridors. Often, you are unwilling to become a participant in the security's pursuit of the antagonist, and receive unintended projectiles. You will be lucky if the projectile turns out to be non-lethal, but if it is a laser, you can get a second-degree burn or even a catastrophic one from just one shot. (depending on which laser was fired and where you were hit), which is not very pleasant. To stay unharmed and simplify the work of security, it is logical to lie down on the floor. This will not revive the lie-down meta to dodge projectiles, because within sight of the spaceman and even a little further, lying targets will still be hit by projectiles. And if you decide to lie down during the chase to dodge the projectiles, then the pursuers will quickly catch up with you and shoot you in combat mode. ## Changelog 🆑 balance: Auto-aim in combat mode at mobs on the floor is disabled after the projectile passes 10 tiles. /🆑 --------- Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com> |
||
|
|
6fd6ebd850 |
Pipegun updates and glowup (#83063)
## About The Pull Request Updates pipeguns with a brand new set of sprites. Also comes with pipe pistols; plinkier versions of the pipegun.    Alters pipeguns away from utilizing shotgun/rifle ammunition towards a bespoke junk round ammo. These shells are crafted similarly to current improvised shells. This also removes improvised shells as a shotgun ammo type. (these new shells aren't shotgun shells to begin with, they're more like rifle bullets) Crafting junk rounds produces an entirely unknown projectile in the shell. You won't know what you get until you fire the gun. Almost in every instance, however, the shot is beneficial towards killing things. And they all do about the same amount of damage, so there is hopefully never a round you didn't want to fire in the gun. Fighting someone with a pipegun is usually predictable for what amount of damage it will do, but any additional effects it might have is going to be an unknown factor. They also brutalize borgs, which is a quality that improvised shells had previously. Pipeguns operate as they did before, and do roughly 40 damage per shot with the majority of their ammo types (less than what they do currently with .310). They only have one shell in the gun at a time, so every time they're fired, they must be reloaded. Pipe pistols do roughly 15 damage per shot, but hold more ammo than the bigger pipegun. However, they're more likely to veer off-course. There are regal versions of each of these weapons, and each are more potent respective of their general rarity. Having one is going to be a lot more noteworthy. ### Minor changes Some more clothing items can carry pipeguns in their suit storage. The icemoon hermit spawns with a heroic laser musket rather than a regal pipegun (partially because it is too difficult for the hermit to get more ammo for their gun, and also because the regal pipegun is a more powerful weapon than previously) ## Why It's Good For The Game It has been a few years since I added the pipegun, and time was never particularly kind to it. There are alternative weapons now with interesting mechanics of their own. The ammunition it used has changed considerably. And it simply didn't ever feel like a 'junk gun' in a way that was fun. The original mechanics added to give it that feeling were just not fun to experience and were removed. So the pipegun has been left as 'a shitty version of X'. Even the regal pipegun was, at the end of the day, a shittier version of either a shotgun or cargo rifle. It didn't feel right not having some kind of unique quality to using these weapons that help them express themselves as unpredictable trash weapons built inside of maintenance. But I expressly didn't want to make it 'unpredictable' in a way that felt unfair on the person getting shot either. So just giving it more damage was right out. As a compromise, I reduced the overall lethality of the weapons while introducing a gimmick that will appeal to those wanting to play out the role of a homeless lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun' so to speak. Maybe that will appeal to people. ## Changelog 🆑 balance: Reworks pipeguns to use an unpredictable 'junk round'. You won't know what you're shooting until you fire it. add: Introduces a pistol version of the pipegun; the pipe pistol. It is inaccurate and does significantly less damage, but more portable and has more ammunition in the gun. image: Updates the visuals of the pipeguns. balance: Also improves the Regal varieties of these weapons. By a lot. balance: More articles of clothing can be used to carry pipeguns in suit storage. balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of a Regal Pipegun. remove: Improvised shells (the shotgun shell) has been replaced with improvised junk shells (which don't work with shotguns but do work with pipeguns). /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
466b3df048 |
Refactor removing unused defines. (#82115)
## About The Pull Request Refactors a lot of the unused defines. ## Why It's Good For The Game Refactors a lot of the unused defines. ## Changelog Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
376781879c |
Different pen types have unique behavior when used in foam darts. (#79587)
## About The Pull Request This PR makes the following changes: - Refactors inserting items into foam darts into a component on items that can be inserted into darts - Adds the aforementioned component to pens - Provides an inspection tip for how to modify a foam dart - Gives different pen types specific behavior when used in a foam dart Pens typically give a foam dart 5 brute and 50% embed chance (affected by falloff). The following types of pens give the specified properties (usually directly derived from the pen's stats and additional functions): - Red pen (and four-color pen set to red): Slightly faster dart - Captain's fountain pen: Slightly faster dart, and 75% base embed chance - Sleepypen: Tries to inject its reagents into the hit mob, but doesn't penetrate thick clothing like syringe guns do - Energy Dagger: 35 brute, 100% base embed chance, and slightly faster dart - Survival Pen: Mines rocks on impact - Fine Tip Pen (if someone somehow manages to get one): 100 bare wound bonus and 9000 demolition modifier ## Why It's Good For The Game Expands the emergent gameplay possibilities of using pens in foam darts. While there are balance risks involved with traitors being able to buy the equivalent of reusable 45u syringe shots and 35 brute bullets, you are not likely to get your pen back once it hits its target, unless you somehow have the recall spell and have bound the pen to it. There are probably more TC-efficient ways to achieve comparable projectile weaponry, but foam dart guns have an air of subtlety to them... at least until your skin is pierced by a pointy writing implement that may also be something more deadly. If maintainers still have balance concerns, please let me know. ## Changelog 🆑 add: Certain types of pens now function like you expect they would when inserted into a foam dart qol: Examining a foam dart closely will show you how to modify it, or what it is modified with /🆑 |
||
|
|
ba076e94bc |
Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- 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  Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of rods, wire, and an inducer, it shoots sharpened iron rods at a high velocity. High damage and good embed chance, but requires you to reload every shot which requires you to stand still for three seconds to pull the string back. You can also Use a wrench on it to force it to store more rods (read: more than one), but risks it exploding and shooting you instead. The syndicate variant, avaliable to traitor engis, can fire three rounds before needing a reload, and features a scope and better armor piercing ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter and has much more widespread ammuniton, but holds less ammo and doesnt have the same burst stopping power. And, to those concerned about the balance of a non-traitor with this item - the AP ammo can only be made by the traitor who bought it, and anyone else has to use normal ammo. GUN STAT JUNK Normal one has 60% embed chance and does 40 damage (against unarmored targetd), but requires you to wait at least 3 seconds not moving to pull the string back. Good alpha strike but not sustainable in a long fight. Its akin to a pipegun. Lacks any AP qualities besides piercing a jumpsuit, because any wound chance it has is due to a bare skin bonus. Generally not a great weapon to fight sec with. Syndie version is generally the above but better. Takes less to pull the string back, slightly higher damage, better fire rate, etc. Doesnt fare well against any armor thats equivalent to sec gear or better due to most having low (relatively) AP and wound chance, but good bare wound bonus. STATS TLDR: Its good against unarmored chumps and greyshirts but anyone in armor that protects against bullets will kick your teeth in. Also, Ammo is crafted from an iron rod. I wanted to have it just fire rods as is, but theyre stacked items which you cant define projectiles or ammo from. ## Why It's Good For The Game I've always felt engi, for as big of a department as it is, is lacking in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades and syringe guns, and cargo has anything the QM will buy - but other than the flamer and shocked doors, engi doesnt have much. Thats why I made this pr. it was originally just a traitor item, as they lacked many traitor items in their shop, but I felt like a worse, bootleg version would suit them. ## 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. --> 🆑 add: Enginenering rebar crossbows + tot kit add: Added a bunch of ammos and crafting junk to make the ammo exist image: added icond for all the above /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 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. --> --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
cd523561f7 |
[NO GBP] Buckshot no longer instantly deletes itself except when used pointblank. Oops (#79392)
## About The Pull Request This was causing lethal shotgun shells with no stamina damage to instantly delete. Oops. ## Why It's Good For The Game I broke it and fucked up MrrFish' op round and definitely not because I OWNED HIM WITH A BEEPSKY STUN ### BITCH ## Changelog 🆑 fix: Lethal ballistic pellet-based shotgun shells no longer instantly delete. /🆑 |
||
|
|
9ff9e4b9a8 |
Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. (#78927)
## About The Pull Request Allows for damage falloff to apply to more than just shotgun pellets. Now any projectile can have a damage falloff defined. Scatter Laser shells no longer use the minigun beams to determine their damage. Instead they use the actually defined scatter laser beams. Those beams do 7.5 damage per pellet, times by 6 pellets. Scatter laser beams now have damage falloff, a separately defined (positive) wounding power from normal beams, and wound falloff. Scatter laser shells can be printed from security protolathes once you have weapon tech. Scatter laser shells _may_ be damaged by EMPs based on severity. The result is that it fires a practically useless volley of laser fire. They cause a honk sound when they hit, so you know when you've shot one of these. ## Why It's Good For The Game Well, we want shotguns universally to not be defined by their damage output (especially extreme damage output) but by niche. What does the scatter laser shell currently occupy as a niche? The single highest damage output of any projectile weapon in direct damage. The thing we don't want of shotguns, and it is reigning champion of all guns. Okay, that's a bit misleading, because obviously it is competing with the likes of .50 BMG which does 70 damage outright and dismembers limbs, potentially doing upwards of 90 damage if it does, and also hard stuns people. Obviously _that_ is technically a stronger bullet. But not for raw damage, because the scatter laser does 90 damage out the gate, barring any potential wounding that might occur which increases the damage multiplicatively. No gimmicks, no extra procs, nothing. It's just 15 force lasers (with no damage dropoff) split between 6 beams. And the reason for this is because this shell has been nerfed once prior by making it not fire 6 normal laser shots into someone. That was 120 damage at the time, 120 to 90 was...I guess a nerf during the taser era. Depends on how you viewed it. Buckshot was doing like 80 at the time, believe me it was a wild period. But anyway, when we did the whole damage rearrangement over the course of the laser few years, every other shell got touched except this one for some reason. Even pulse slugs lost 10 damage while this was still sitting on 90 force point blank. So what is the new niche? Well, it's laser buckshot. That's not a niche but crew don't get buckshot, so this is their buckshot. It wounds real good. Real goddamn good. And its is a laser. It fits the aesthetic, obviously. Okay, thanks. ## Changelog 🆑 balance: Scatter laser shells actually utilize the _real_ scatter laser beam. This comes with damage changes. And wounding power. feature: EMPs can potentially damage scatter laser shells. refactor: All projectiles can now have damage falloff defined. Yay. balance: Scatter laser shells can be printed when weapons technology is researched. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
93ec5a72f7 |
A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc (#79024)
## About The Pull Request - Refactored `bullet_act`. Adds `should_call_parent` and refactors associated children to support that. - Fixes silicons sparking off when hit by disabler fire. - Desnowflakes firing range target integrity and cleans up its bullet-hole code a bit. - Cleans up changeling tentacle code a fair bit and fixes it not taking off throw mode if you fail to catch something. - The Sleeping Carp deflection is now signalized - Nightmare projectile dodging is now signalized and sourced from the Nightmare's brain rather than species - Refactored how cardboard cutouts get knocked over to be less snowflaked / use integrity - Also adds projectile `on_hit` `should_call_parent` and cleans up a bit of that, particularly their arguments. - On hit arguments were passed wrong this entire time, it's a good thing nothing relied on that. ## Why It's Good For The Game This is cringe. https://github.com/tgstation/tgstation/blob/1863eb2cd82e7cee4fdfff37b42d3fd0c7edd797/code/modules/mob/living/carbon/human/_species.dm#L1430-L1442 Bullets should overall act more consistent across mob types and objects. ## Changelog 🆑 Melbert fix: Silicons don't spark when shot by disablers fix: Changelings who fail to catch something with a tencacle will have throw mode disabled automatically fix: Fixes occasions where you can reflect with Sleeping Carp when you shouldn't be able to fix: Fixes some projectiles causing like 20x less eye blur than they should be refactor: Refactored bullet-mob interactions refactor: Nightmare "shadow dodge" projectile ability is now sourced from their brain /🆑 |
||
|
|
053e66b0d3 |
Makes the Regal Condor realistically simulate being shot dead with a high caliber hand cannon by making it HITSCAN (#78674)
## About The Pull Request The Regal Condor come with a magazine and ammo already inside. The recipe for the magazine now no longer needs TC, but does need donk pockets (sponsored murder gear, you see) and a hell of a lot more materials per magazine (you're looking at like 40 sheets of various materials all up). It also needs you to make the Condor first. But it comes preloaded with ammo. The Condor is 1 whole TC more expensive. Also needs some metal. The old recipe is there in spirit. The Regal Condor and the magazines come with 10mm Reaper bullets. They're high damage. They're high AP. They are also hitscan. ## Why It's Good For The Game Apparently people don't like the Condor. Too much effort for not enough reward. After all, revolvers exist. 'It must be a joke' they say! 'It's joke content! I went to all that effort to make it for nothing! That slut Anne tricked us!' **Wrong, bitch.** If you want the Condor to make you shit yourself the moment someone with it appears on the screen, then fine! ### **You get what you fucking deserve.** ## Changelog 🆑 balance: Despite earlier reports suggesting that the famous lethality of the Regal Condor was largely a myth, there has been rumors that the gun has once again started to display its true killing potential on any station that it 'manifests'. /🆑 |
||
|
|
e377b33c07 |
[Fuck Shotties] Old Yellers Old Yeller (Improvised Shell Nerf) (#78235)
## About The Pull Request Reworks improv shells to not be equal or even superior to buckshot, by cutting their damage in half and reducing the wound bonuses. In return they have a demolition_mod of 3, so do more damage overall to the environment, a true vandal's paradise. Added a glass shard to the recipe as an actual projectile instead of just sheets of metal. ## Why It's Good For The Game When buckshot was originally removed from the station (#55663) the intended purpose was, as requested by oranges, to make shotguns a specialist weapon instead of general purpose lethals. It has come to my attention that improvised shells (which were initially intended to be a weaker alternative made form commonly available materials) are in fact better buckshot, and had no right to survive the original nerf. I am now fixing that oversight by turning improvised shells into a more specialised vandalism tool. ## Changelog 🆑 balance: Improvised shotgun shells now deal half as much damage to humans and cause less wounds, but do 50% more damage to structures and machines. They also require a glass shard for crafting. /🆑 |
||
|
|
e3a22f5e91 |
Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff (#77169)
image: The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle. balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope. |