Commit Graph
910 Commits
Author SHA1 Message Date
CursorandGitHub 38badb48d1 Re-enables Clown Banana Shoes (#4875)
## About The Pull Request

Another Skyrat I died removal getting put into a giant woodchipper
labelled 'fun'. Everytime you revert a Skyrat change, Xyel's blood
pressure goes up.

## Why It's Good For The Game

Why was this removed?

## Proof Of Testing

it work

## Changelog
🆑
add: Clown Banana Shoes are buyable in the uplink again.
/🆑
2025-11-01 23:58:42 +02:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
Leland KembleandGitHub b83274fec0 Gets rid of lie in contractor kit uplink purchase description (#93400)
## About The Pull Request

It says there's three random items, but that isn't true anymore.
Also, some messed-up spacing.

## Why It's Good For The Game

The syndicate's evil and all, but lying might be a bit too much

## Changelog
🆑

spellcheck: Removed lie about free stuff from contractor kit uplink
description

/🆑
2025-10-12 05:36:10 +02:00
Xander3359andGitHub 7e3caa6eca Adds a safety to uplink discounts, preventing the amount of sales from exceeding the amount of categories. (#93202) 2025-10-08 11:21:38 +11:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
c0f8e7bb5c Multiload Second Pass (ft. Speedloaders Will Be Real In 2025) (#92854)
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.

To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).

Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.

Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.

Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).

## Why It's Good For The Game

The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.

More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.

## Changelog

🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-09-20 08:10:35 +10:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
Leland KembleandGitHub 731b8245b4 Prevents station MODules from providing illegal tech(or being contraband) (#92932)
## About The Pull Request

Removes the illegal tech and contraband flags from the MOD injector
module and the MOD holster module, preventing these station-buildable
MODules from tripping contraband scans or providing the illegal
technology techweb node.

## Why It's Good For The Game

fixes #92929

## Changelog
🆑

fix: Station MODules no longer provide illegal technology

/🆑
2025-09-12 00:45:10 +02:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
nevimer c9956892db Merge remote-tracking branch 'origin/master' into pupstream-08-19-keepsha
# Conflicts:
#	_maps/map_files/BoxStation/BoxStation.dmm
#	code/_globalvars/lists/flavor_misc.dm
2025-09-03 21:03:51 -04:00
MrMelbertandGitHub 59f8de91dc Adds 5 Bond-tier gadgets to the Spy's reward pool (#92481)
## About The Pull Request

1. Penbang

A flashbang disguised as a pen. Clicking the pen arms the flashbang and
has no other visual or audio tell besides the pen clicking.
The fuse's length is based on the angle the pen cap is twisted. 
Works as a normal pen otherwise.

2. Camera Flash

A camera with a high power flash. 
Clicking on an adjacent target will flash them, ie, as a handheld flash.
Works as a normal camera otherwise - no tell.

3. Dagger Boot

A pair of jackboots with a blade embedded in them.
Makes your kicks sharp, meaning they will cause bleeding.
Looks like normal jackboots otherwise, though has a tell on
double-examine

4. Monster Cube Box

A box containing 5 monster cubes, which spawn into a random monster when
wet.
Monsters include Migos, Carps, Bears, Spiders, Wolves...

5. Spider Bite Scroll

A martial art focused around kicks and grabs. 
- Punches against standing, staggered targets will instead kick them,
applying the bonus accuracy and damage that you'd expect from a kick.
(Also combos with the dagger boots)
- All kicks have a chance to disarm the target's active weapon. Chance
increases per sequential kick.
- Grants you the innate ability to tackle. This form of tackling has a
very high skill modifier, meaning you are very likely to get a positive
outcome (or at least, not fail). You also get up fast from it.
- Your grabs are 20% harder to escape from and deal an additional 10
stam damage on fail.

## Why It's Good For The Game

1, 2, 3: Just some random flavorful items, giving them some more toys to
use to complete bounties.

4: Shenanigans, for people who just wanna do "funny thing" instead of
focusing on big loot.

5: I figured it would fill a fun niche: Spies are commonly depicted as
martial artists, and the only martial arts they can obtain is Krav Maga
(it's not unique to Spies) and Sleeping Carp (it's not unique to Spies).
This gives them their own thing that people may look forward to
acquiring and playing around with.
As for the design of it, I wanted to add something that synergizes with
one of the other other items, so in the field if you notice both of them
pop up you really want to go for both.
The rest of the design I just filled in as vaguely useful and flavorful
tools a spy might want for kidnapping or detaining people: Better grabs,
tackling, and disarms.
Then I just went with the flavor of it being something the Spider Clan
used to teach to their Spies / Ninjas, kinda like an analog to the real
life Ninjutsu. (Maybe we can give it to Space Ninjas as well later...
since it doesn't especially benefit Ninjas in any way.)

## Changelog

🆑 Melbert
add: Adds 5 rewards to the Spy item pool: Penbang, Camera Flash,
Dagger-Boot, Monster Cube Box, and the Spider Bite martial art
/🆑
2025-08-26 10:22:11 +10:00
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>
2025-08-23 20:38:07 +03:00
EnterTheJakeandnevimer a49a238a8c Lowers the TC price of the Suppressor (#92547)
## About The Pull Request

TC price on the suppressor has been lowered from 3 to 1 TC.

## Why It's Good For The Game

The suppressor is an incredibly niche utility item that's dependant on
another purchase to see any use, the Makarov.

While the Makarov is a pretty solid choice for a sidearm, I don't think
its only attachment should cost more than some of our grenade bundles.

## Changelog

🆑
balance: Uplink price on the suppressor has been lowered from 3 to 1 TC.
/🆑
2025-08-19 22:39:40 -04:00
6bc67d2bc6 Emitter: The Emitting (#92327)
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-08-19 22:35:55 -04:00
EnterTheJakeandGitHub fae1ec49c7 Lowers the TC price of the Suppressor (#92547)
## About The Pull Request

TC price on the suppressor has been lowered from 3 to 1 TC.

## Why It's Good For The Game

The suppressor is an incredibly niche utility item that's dependant on
another purchase to see any use, the Makarov.

While the Makarov is a pretty solid choice for a sidearm, I don't think
its only attachment should cost more than some of our grenade bundles.

## Changelog

🆑
balance: Uplink price on the suppressor has been lowered from 3 to 1 TC.
/🆑
2025-08-15 00:11:23 +10:00
2a7921d436 Emitter: The Emitting (#92327)
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-08-13 07:42:53 +10:00
necromanceranneandRoxy 163c03a3a7 fixes the pathing for the nuclear operative syndicate bomb uplink entries (#92361)
## About The Pull Request

fixes https://github.com/tgstation/tgstation/issues/92359
2025-08-04 20:53:33 -04:00
necromanceranneandGitHub fa08c9c826 fixes the pathing for the nuclear operative syndicate bomb uplink entries (#92361)
## About The Pull Request

fixes https://github.com/tgstation/tgstation/issues/92359
2025-07-30 21:54:09 -05:00
NickandRoxy db79a90784 [DMN]Reduces the amount of Public medkits in general, Changes Nanomed wall vendors, into emergency wall vendors (#92134)
I would be very intrested to get this atleast testmerged, but anyhow.

This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen

What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.

Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this

Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.

This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)

🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
2025-07-30 17:37:20 -04:00
NickandGitHub e97a69a782 [DMN]Reduces the amount of Public medkits in general, Changes Nanomed wall vendors, into emergency wall vendors (#92134)
## About The Pull Request
I would be very intrested to get this atleast testmerged, but anyhow.

This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen

What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.

Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this

## Why It's Good For The Game

Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.

This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)

## Changelog

🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
2025-07-19 20:54:00 -07:00
d738cbb296 Several balance changes to Combat MODsuits (#91944)
## About The Pull Request

atomization of https://github.com/tgstation/tgstation/pull/91702 with a
few changes.

- armor booster module has been removed, nukie suits are now always
fully armored and EVA proof.

- Jetpack modules have had their power drain reduced considerably.

- Cap,Hos and Sec MODs armor values have been bumped up (similar to the
old hardsuit values).

- Sec armor plates are now a cargo import.

The nf suit now comes with the Shock absorber pre-installed.

- Fixes Nukie suits not having T4 flash protection.


- All combat modsuits now have ear protection by default when the suit
active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.)

- Night visor module now comes preinstalled in the syndie mods and
doesn't conflict with other vision modules, nor it costs complexity,
power drain reduced, the module itself has been removed from the uplink.

- Increases the complexity on the nukie suits by 2 points.

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

I really dislike how this module works, it's a constant hassle having to
manually swap mode depending on the pressure, it's just an annoyng
memory check that punishes you with chip damage when not respected.

The choice of wheter wearing a mod or not doesn't really apply to
nuclear operatives since they wear these things all the time and losing
half of your armor in space never really made a ton of sense to begin
with.

**Jetpack power drain buff**

The drain on this thing is absolute fucking nuts, it eats high capacity
cells in a matter of minutes, power should be a limiting factor to using
these things but it shouldn't tank your battery health this quickly.

**Cap,Sec,Hos MODs buffs**

Back when Fikou introduced MODsuits, one point he clarified in the
design doc is that "Combat stuff usually leads to uninteresting design,
it makes the suits do everything for everyone"

I don't want to diss on the dude (Love you bud), but I don't think his
point makes a ton of sense.

Combat stuff, on this case Combat mods should be built with Combat in
mind.

In all fairness he then has a paragraph addressing why the crew based
combat suits should have low armor, but it still rings hollow to me.

Armored or not, being slower than your average spessman is enough to
make you an easy target or to never be able to chase anyone on foot,
even with their armor increased I don't see players having them
constantly on all the time, the slowdown is a hard enough disincentive.

The Magnate and HoS mods specifically are unique pieces of gear, and
they are usually assigned to 2 of the most important (and prone to
assassination) roles on the station.

There's also a weird paradox with some of the modules they come equipped
with the sec MODs, the pepper spray and the projectile dampener are
built around getting hit, which is a hard sell when your armor is so low
you might as well just die straight up.

Out of respect to Fikou's will of not wanting to grant the crew the
ability to mass produce combat MODs, I removed the sec modplates from
the techweb and moved em as a cargo import.

**Uplink MODules Price reduction**

These were originally priced with progression in mind, traitor
specifically has become considerably weaker since they lost access to
avenues to generate extra TCs.

It's hard to justify getting a suit when most weapons in the uplink cost
more than half of your budget, let alone the modules.

**Shock absorption into the inf suit**

This module is pretty much already mandatory if you don't want to lose
fights in one hit, wearing a syndie modsuit makes you giga valid to
everyone on station and any traitor worth their salt will buy this
module regardless anyway; it just punishes new players who don't know
better.


**Night Visor MOD changes**

This module is completely useless, nobody ever uses it, because it
conflicts with other vision modules, and it's completely redundant since
Thermal vision already comes packed with NV on their own.

**Complexity increase on the Nukie suits + T4 flashing protection
added**

The nukie suits have honestly quite limited complexity for the role they
are supposed to fill , the T4 flash protection missing from the suit is
unintended as we made any other MODsuit have T4 protection already, Moth
Nukies rejoice.

**Ear Protection on combat MODs (oh boy)**

Listen, as of right now we have a total of 2 counters for flashbangs, a
Bowman or being deaf.

A sealed, airtight suit shouldn't offer less protection against loud
noises than a mere headset.
baddies that usually pack these suits usually have a Bowman anyway,
Nukies have it, ninja can easily teleport into a sec outpost and get it,
it's a bit more tricky for traitor since they usually have to invest in
an emag to quickly take the set or kill a security officer.

At least now if you see a baddie roll up in a suit you no longer have to
play hypotheticals wheter your flashbang will work properly or not.

I also gave the ear protection to the RD mod despite it not being a
combat MOD, because frankly it made sense, it's a bomb proof armor, It
should also protect you from loud noises.

## Changelog

🆑
removal: Armor booster module has been removed.
balance: Jetpack module energy drain has been massively reduced.
balance: armor on the Magnate,Safegaurd and sec modsuits has been
considerably increased.
balance: Sec MOD plates have been transferred from RnD to Cargo.
balance The Infiltrator MOD now comes with the shock absorption module
pre-installed.
balance: Nukie MODsuits hav a bit more complexity.
fix: Nukie MODs now have the same flash protection as the other suits
with welding protection.
balance: night visor module comes pre-installed in the syndie mods, no
longer consumes complexity,drains less power and doesn't conflict with
the other visor MODules.
removal: Nightvision MODule removed from the uplink.
balance: Combat MODs and RDs now grant earing protection when the suit
is active.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-19 20:29:31 -04:00
Da Cool BossandRoxy 915c41497e Rewrites description of agent IDs, splits limited-slot and unlimited-slot IDs more cleanly (#92097) 2025-07-19 20:29:27 -04:00
SmArtKarandRoxy 972a97200e Fixes frag grenade entry in the uplink containing full bags of C4 (#92138)
## About The Pull Request

Didn't notice this when merging #91793

## Changelog
🆑
fix: Fixed frag grenade entry in the uplink containing full bags of C4
/🆑
2025-07-19 20:29:27 -04:00
necromanceranneandRoxy c51c19aae7 Alters a significant chunk of the syndicate uplink's explosives, grenades and pyrotechnics options (#91793) 2025-07-19 20:29:24 -04:00
ec0a685866 Several balance changes to Combat MODsuits (#91944)
## About The Pull Request

atomization of https://github.com/tgstation/tgstation/pull/91702 with a
few changes.

- armor booster module has been removed, nukie suits are now always
fully armored and EVA proof.

- Jetpack modules have had their power drain reduced considerably.

- Cap,Hos and Sec MODs armor values have been bumped up (similar to the
old hardsuit values).

- Sec armor plates are now a cargo import.

The nf suit now comes with the Shock absorber pre-installed.

- Fixes Nukie suits not having T4 flash protection.


- All combat modsuits now have ear protection by default when the suit
active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.)

- Night visor module now comes preinstalled in the syndie mods and
doesn't conflict with other vision modules, nor it costs complexity,
power drain reduced, the module itself has been removed from the uplink.

- Increases the complexity on the nukie suits by 2 points.

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

I really dislike how this module works, it's a constant hassle having to
manually swap mode depending on the pressure, it's just an annoyng
memory check that punishes you with chip damage when not respected.

The choice of wheter wearing a mod or not doesn't really apply to
nuclear operatives since they wear these things all the time and losing
half of your armor in space never really made a ton of sense to begin
with.

**Jetpack power drain buff**

The drain on this thing is absolute fucking nuts, it eats high capacity
cells in a matter of minutes, power should be a limiting factor to using
these things but it shouldn't tank your battery health this quickly.

**Cap,Sec,Hos MODs buffs**

Back when Fikou introduced MODsuits, one point he clarified in the
design doc is that "Combat stuff usually leads to uninteresting design,
it makes the suits do everything for everyone"

I don't want to diss on the dude (Love you bud), but I don't think his
point makes a ton of sense.

Combat stuff, on this case Combat mods should be built with Combat in
mind.

In all fairness he then has a paragraph addressing why the crew based
combat suits should have low armor, but it still rings hollow to me.

Armored or not, being slower than your average spessman is enough to
make you an easy target or to never be able to chase anyone on foot,
even with their armor increased I don't see players having them
constantly on all the time, the slowdown is a hard enough disincentive.

The Magnate and HoS mods specifically are unique pieces of gear, and
they are usually assigned to 2 of the most important (and prone to
assassination) roles on the station.

There's also a weird paradox with some of the modules they come equipped
with the sec MODs, the pepper spray and the projectile dampener are
built around getting hit, which is a hard sell when your armor is so low
you might as well just die straight up.

Out of respect to Fikou's will of not wanting to grant the crew the
ability to mass produce combat MODs, I removed the sec modplates from
the techweb and moved em as a cargo import.

**Uplink MODules Price reduction**

These were originally priced with progression in mind, traitor
specifically has become considerably weaker since they lost access to
avenues to generate extra TCs.

It's hard to justify getting a suit when most weapons in the uplink cost
more than half of your budget, let alone the modules.

**Shock absorption into the inf suit**

This module is pretty much already mandatory if you don't want to lose
fights in one hit, wearing a syndie modsuit makes you giga valid to
everyone on station and any traitor worth their salt will buy this
module regardless anyway; it just punishes new players who don't know
better.


**Night Visor MOD changes**

This module is completely useless, nobody ever uses it, because it
conflicts with other vision modules, and it's completely redundant since
Thermal vision already comes packed with NV on their own.

**Complexity increase on the Nukie suits + T4 flashing protection
added**

The nukie suits have honestly quite limited complexity for the role they
are supposed to fill , the T4 flash protection missing from the suit is
unintended as we made any other MODsuit have T4 protection already, Moth
Nukies rejoice.

**Ear Protection on combat MODs (oh boy)**

Listen, as of right now we have a total of 2 counters for flashbangs, a
Bowman or being deaf.

A sealed, airtight suit shouldn't offer less protection against loud
noises than a mere headset.
baddies that usually pack these suits usually have a Bowman anyway,
Nukies have it, ninja can easily teleport into a sec outpost and get it,
it's a bit more tricky for traitor since they usually have to invest in
an emag to quickly take the set or kill a security officer.

At least now if you see a baddie roll up in a suit you no longer have to
play hypotheticals wheter your flashbang will work properly or not.

I also gave the ear protection to the RD mod despite it not being a
combat MOD, because frankly it made sense, it's a bomb proof armor, It
should also protect you from loud noises.

## Changelog

🆑
removal: Armor booster module has been removed.
balance: Jetpack module energy drain has been massively reduced.
balance: armor on the Magnate,Safegaurd and sec modsuits has been
considerably increased.
balance: Sec MOD plates have been transferred from RnD to Cargo.
balance The Infiltrator MOD now comes with the shock absorption module
pre-installed.
balance: Nukie MODsuits hav a bit more complexity.
fix: Nukie MODs now have the same flash protection as the other suits
with welding protection.
balance: night visor module comes pre-installed in the syndie mods, no
longer consumes complexity,drains less power and doesn't conflict with
the other visor MODules.
removal: Nightvision MODule removed from the uplink.
balance: Combat MODs and RDs now grant earing protection when the suit
is active.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-19 14:14:58 +10:00
Da Cool BossandGitHub af45bab672 Rewrites description of agent IDs, splits limited-slot and unlimited-slot IDs more cleanly (#92097) 2025-07-15 18:50:35 -06:00
SmArtKarandGitHub 087fe3aa87 Fixes frag grenade entry in the uplink containing full bags of C4 (#92138)
## About The Pull Request

Didn't notice this when merging #91793

## Changelog
🆑
fix: Fixed frag grenade entry in the uplink containing full bags of C4
/🆑
2025-07-16 10:17:10 +10:00
necromanceranneandGitHub 455bf20488 Alters a significant chunk of the syndicate uplink's explosives, grenades and pyrotechnics options (#91793) 2025-07-14 04:17:56 +00:00
RedbertandRoxy a8ce6e7c3a Removes buy limit on traitor discounts (#91969)
## About The Pull Request

Removes the buy limit on items in traitor uplink discount tab.

Purchase limits are kept on a few problematic items
A purchase limit was added to powersink

## Why It's Good For The Game

Traitor is a great role for doing interesting things. I'm loving the
removal of progtot as it has encouraged players to think of interesting
things to do instead of purely game. I want to further encourage
interesting things by removing the buy limit on the discounts for
traitor uplink.
Unfortunately this does add a bit of power to traitors through certain
discounts like syndicate bomb, but it doesn't add too much. Apart from a
few niche items, what is a traitor going to do with 7 syndicate modsuits
or 4 revolvers? One purchase generally gives them enough power to
succeed.
I'm hoping this encourages more traitors to team up or do something
funny with 20 e-daggers.

also enables general griefsky

## Changelog

🆑
balance: Removes buy limit on traitor discounts
balance: Purchase limit was added to powersink
/🆑
2025-07-11 17:59:02 -04:00
RedbertandGitHub 2405133a4f Removes buy limit on traitor discounts (#91969)
## About The Pull Request

Removes the buy limit on items in traitor uplink discount tab.

Purchase limits are kept on a few problematic items
A purchase limit was added to powersink

## Why It's Good For The Game

Traitor is a great role for doing interesting things. I'm loving the
removal of progtot as it has encouraged players to think of interesting
things to do instead of purely game. I want to further encourage
interesting things by removing the buy limit on the discounts for
traitor uplink.
Unfortunately this does add a bit of power to traitors through certain
discounts like syndicate bomb, but it doesn't add too much. Apart from a
few niche items, what is a traitor going to do with 7 syndicate modsuits
or 4 revolvers? One purchase generally gives them enough power to
succeed.
I'm hoping this encourages more traitors to team up or do something
funny with 20 e-daggers.

also enables general griefsky

## Changelog

🆑
balance: Removes buy limit on traitor discounts
balance: Purchase limit was added to powersink
/🆑
2025-07-08 00:18:19 +02:00
necromanceranneandRoxy 52b82b0e3a Updates the mech ammo duffel bags into two separate types for each kind of mech. Each with equivalent ammunition and the toolbelt. (#91711) 2025-06-21 22:36:03 -04:00
necromanceranneandGitHub 791f3d043a Updates the mech ammo duffel bags into two separate types for each kind of mech. Each with equivalent ammunition and the toolbelt. (#91711) 2025-06-21 03:12:29 +02:00
NickandRoxy 7227ba792c Reduces Nukie Keycard Prices, and increases ordnance keycard to 30 Tc (#91201)
## About The Pull Request
Redo's https://github.com/tgstation/tgstation/pull/90697

Reduces all keys to 5 TC except from Ordnance key which is increased to
30 TC

## Why It's Good For The Game

Nukies using these rooms are cool and should be encouraged. I almost
never see them being used because they're way too expensive for what
they are!

Also increases ordnance keycard 30 TC with the new addition of the
electroyzer/cooling loop this allows nukies to make hydrogen bombs which
is one of the strongest bombs in the game

## Changelog
🆑 Ezel
balance: Chem/Xeno/Custodial Nukie Keycard lowered to 5
balance: Ordnance Nukie Keycard increased to 30
/🆑
2025-05-22 21:31:03 -04:00
285702417c Splits Syndicate surgery dufflebag into two items (#91107)
## About The Pull Request

This PR splits the syndicate surgery dufflebag into two items
Syndicate Surgery medkit which is just a compact medkit to hold all your
tools with some sedatives(for your evil surgery purposes)
Removes the Syndicate brand MMI from it limiting it to Robo/RD for their
traitor uplink.
Removes the straightjacket for Surgery this is pretty limiting you to
head surgery.

And the syndicate dufflebag in its own

The medkit being 3 TC due lost functionality of the duffblebag surgery
space but still being inventory effecient.
The dufflebag being 2 TC on its own for having the functionality to hold
bulky items

## Why It's Good For The Game

Syndicate dufflebag got buffed to hold upto bulky 2 items and this PR
points more towards to this being a thing, and giving traitors more
convience when they buy a surgery kit they don't have just a bunch of
tools in a dufflebag thats hard to get rid of.

## Changelog
🆑
balance: Splits surgery dufflebag into two items the dufflebag itself
and the medkit
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-05-22 21:31:03 -04:00
NickandGitHub 61ffd717ca Reduces Nukie Keycard Prices, and increases ordnance keycard to 30 Tc (#91201)
## About The Pull Request
Redo's https://github.com/tgstation/tgstation/pull/90697

Reduces all keys to 5 TC except from Ordnance key which is increased to
30 TC

## Why It's Good For The Game

Nukies using these rooms are cool and should be encouraged. I almost
never see them being used because they're way too expensive for what
they are!

Also increases ordnance keycard 30 TC with the new addition of the
electroyzer/cooling loop this allows nukies to make hydrogen bombs which
is one of the strongest bombs in the game

## Changelog
🆑 Ezel
balance: Chem/Xeno/Custodial Nukie Keycard lowered to 5
balance: Ordnance Nukie Keycard increased to 30
/🆑
2025-05-21 07:24:48 +10:00
3c065944a4 Splits Syndicate surgery dufflebag into two items (#91107)
## About The Pull Request

This PR splits the syndicate surgery dufflebag into two items
Syndicate Surgery medkit which is just a compact medkit to hold all your
tools with some sedatives(for your evil surgery purposes)
Removes the Syndicate brand MMI from it limiting it to Robo/RD for their
traitor uplink.
Removes the straightjacket for Surgery this is pretty limiting you to
head surgery.

And the syndicate dufflebag in its own

The medkit being 3 TC due lost functionality of the duffblebag surgery
space but still being inventory effecient.
The dufflebag being 2 TC on its own for having the functionality to hold
bulky items

## Why It's Good For The Game

Syndicate dufflebag got buffed to hold upto bulky 2 items and this PR
points more towards to this being a thing, and giving traitors more
convience when they buy a surgery kit they don't have just a bunch of
tools in a dufflebag thats hard to get rid of.

## Changelog
🆑
balance: Splits surgery dufflebag into two items the dufflebag itself
and the medkit
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-05-21 07:19:44 +10:00
NickandRoxy 7728ca19e9 Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request

Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

![image](https://github.com/user-attachments/assets/c3e63b1c-c343-43d1-b6ca-3028927353f9)


## Why It's Good For The Game

Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it

## Changelog

🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
2025-05-15 16:12:28 -04:00
NickandGitHub 03a935f939 Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request

Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

![image](https://github.com/user-attachments/assets/c3e63b1c-c343-43d1-b6ca-3028927353f9)


## Why It's Good For The Game

Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it

## Changelog

🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
2025-05-13 18:44:11 -07:00
LucyandRoxy 251d23530e Changes all uses of notify_ghosts to use the real names of mobs (#90919)
## About The Pull Request

Quite simple - this changes every direct mention of a mob in a
`notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]`

## Why It's Good For The Game

makes things less confusing - ghosts can see easily their actual
identity anyways, so it's not like there's much of a reason _not_ to do
this.

## Changelog
🆑
qol: Ghost notifications will now use the real names of mobs when
something happens (i.e no more "Unknown has completed an ascension
ritual!")
/🆑
2025-05-08 19:20:12 -04:00
LucyandGitHub 37ec7f8054 Changes all uses of notify_ghosts to use the real names of mobs (#90919)
## About The Pull Request

Quite simple - this changes every direct mention of a mob in a
`notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]`

## Why It's Good For The Game

makes things less confusing - ghosts can see easily their actual
identity anyways, so it's not like there's much of a reason _not_ to do
this.

## Changelog
🆑
qol: Ghost notifications will now use the real names of mobs when
something happens (i.e no more "Unknown has completed an ascension
ritual!")
/🆑
2025-05-08 00:48:52 +00:00
saukykoukoandShadow-Quill 7c1b4f699d Add syndicate horse to uplink: THE RETURN (#90517)
## About The Pull Request

Adds a syndicate horse box to uplink for 10 TK. The box has a horse
cube, a mind potion (grants syndie radio and maint tunnels access) that
only works on this type of horse, and an apple to tame the horse. The
horse has 300 hp, 10 damage and 100% armor penetration, is protected
from pressure and lack of oxygen, but cannot move on space tiles, it
gets stuck instantly when it steps on a space tile and you can only pull
it back out. (I do not know why, honestly).

## Why It's Good For The Game

Adds a good movement tool to the uplink. The horse partially protects
against ranged attacks and can be accidentally hit by a melee attack.
Also, it will be a good friend for killing people! Funny, isn't it?

## Changelog

🆑 Saukykouko
add: Added pony to the uplink!
/🆑
2025-04-29 18:21:48 -06:00
HolooandShadow-Quill 3b34f81360 Emp flashlight cost reduction (#90430)
## About The Pull Request
4 tc -> 2 tc
Since radio jammer now costs 1 tc I don't see a reason why emp
flashlight should cost this much.
Also I would like to see it used more.
## Why It's Good For The Game
Present traitors with a dilemma to solve: how to render their target
unable to scream for help. Right now the obvious choices are radio
jammer (1 tc), emp kit (2 tc) or sleepy pen (4 tc). Lowering costs
presents a new option for stealth traitors.
## Changelog
🆑
balance: emp flashlight costs 4 -> 2 tc
/🆑
2025-04-29 18:03:22 -06:00
saukykoukoandGitHub 22995fe811 Add syndicate horse to uplink: THE RETURN (#90517)
## About The Pull Request

Adds a syndicate horse box to uplink for 10 TK. The box has a horse
cube, a mind potion (grants syndie radio and maint tunnels access) that
only works on this type of horse, and an apple to tame the horse. The
horse has 300 hp, 10 damage and 100% armor penetration, is protected
from pressure and lack of oxygen, but cannot move on space tiles, it
gets stuck instantly when it steps on a space tile and you can only pull
it back out. (I do not know why, honestly).

## Why It's Good For The Game

Adds a good movement tool to the uplink. The horse partially protects
against ranged attacks and can be accidentally hit by a melee attack.
Also, it will be a good friend for killing people! Funny, isn't it?

## Changelog

🆑 Saukykouko
add: Added pony to the uplink!
/🆑
2025-04-22 16:05:43 +02:00
HolooandGitHub 545bd0a0ed Emp flashlight cost reduction (#90430)
## About The Pull Request
4 tc -> 2 tc
Since radio jammer now costs 1 tc I don't see a reason why emp
flashlight should cost this much.
Also I would like to see it used more.
## Why It's Good For The Game
Present traitors with a dilemma to solve: how to render their target
unable to scream for help. Right now the obvious choices are radio
jammer (1 tc), emp kit (2 tc) or sleepy pen (4 tc). Lowering costs
presents a new option for stealth traitors.
## Changelog
🆑
balance: emp flashlight costs 4 -> 2 tc
/🆑
2025-04-17 23:18:01 -07:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
nikothedudeandGitHub b4dd7e4bf8 Makes romerol nukie-only again (#3358)
## About The Pull Request

Closes https://github.com/Bubberstation/Bubberstation/issues/3324

I've been told romerol was previously only nukie only. This restores
that.
## Why It's Good For The Game

fixes an oversight caused by the upstream merge

also romerol bad for traitors mmmkay
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Romerol is once again nukie only
/🆑
2025-03-24 10:57:37 -06:00
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


![image](https://github.com/user-attachments/assets/a9932294-5355-4a75-b64d-cd8350092c21)

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>
2025-03-19 08:01:22 +01:00
hack-wrenchandGitHub 198ae4d126 add nunchaku to spy uplink (mini CQC) (#89817)
## About The Pull Request

Added a much faster and deadlier “version” of the telescopic baton, with
the ability to counterattack (stun) melee/throwable attacks, but
switching back after each one. The speed of stun and harm strikes are
identical to each other, allowing for combo attacks. The knockdown time
is significantly shorter to make battle more cinematic. Medium-high spy
bounty.


## Why It's Good For The Game

A In-hand and stylish replacement for the nukie CQC, allowing for
non-lethal combat, and crushing skull if need be.
stun/harm speed = 0.8 SECONDS (default value for any melee)
force = 16 (7 hit crit)
bare wound = 5
stamina damage = 30 (4 hit stamcrit)
knockdown time = 250 MILLISECONDS (+500 for up, but you may crawling and
pickup guns)
active throw mode = counterattack (stun) enemy
2025-03-17 21:49:08 -05:00
JacquerelandGitHub 889268c400 Improved Mulligan Kit (#89740)
## About The Pull Request

Instead of just being the injector, buying the Mulligan now comes as a
box containing the mutation toxin and a "Fake Identity Kit".

The Fake Identity Kit, if used inhand by someone whose name does not
exist in crew records, creates a new identity for you composed of:
- Medical and Crew Records under your new name and appearance
- An Assistant ID Card with your new name
- An additional item which creates an announcement that you have just
arrived on the station as an Assistant, as if you just did that

There's still a couple of ways you can be caught out. I didn't issue a
PDA alongside the ID (maybe I should? not sure) for one thing, and for
another those with expert identification skills (via skillchip) will be
able to tell on close inspection that the ID card was not actually
issued by Nanotrasen.
Also eagle-eyed players might get suspicious if it's announced that you
just got in on the arrival shuttle and they see you four seconds later
in the engineering lobby. Act natural, or wait for the right moment
before triggering the announcement.

## Why It's Good For The Game

The Mulligan Injector is totally useless and nobody buys it.  
After this change it's still an extremely niche item that I don't expect
will be purchased _often_ but it at least stands up to scrutiny somewhat
better, and like... gives you an Assistant ID card if that's something
that's valuable for you to have. You could actually use it to try to
become a new person without it being trivially detected by looking at
the computer.
The kit might also have niche usage for admins, who can varedit it to
have different jobs if they want someone to be added to the crew
manifest and get announced, idk.

This PR also by virtue of that I needed it adds functionality that you
can apply the appearance of any atom to a crew manifest entry, in case
some future feature needs us to have a crew manifest entry for a guy
whose photo is of a potted plant or something.

## Changelog

🆑
add: The Mulligan Injector now comes as a kit which can create manifest
entries for you under your new identity, as well as an Assistant ID Card
with your new name.
/🆑
2025-03-17 01:57:44 +01:00
d38d2ce8e2 Make a craftable version of the radio jammers, and make the traitor radio jammer cost 1 TC instead of 5 (#89829)
## About The Pull Request
Makes makeshift radio jammers craftable with:
1. Universal scanner
2. Headset encryption key (it doesn't steal the one from your headset
don't worry)
3. Cable coil

Makeshift radio jammers are the same as Syndicate ones, except with a
smaller active range (12 -> 5) and smaller disruptor range (7 -> 3)

Lowers the cost of radio jammers from 5 TC to 1 TC.

## Why It's Good For The Game

This is intended as a potentially overkill solution to the problem of
people shouting that they are being killed right away. Common is not
going away, but we need to do something to aide this style of gameplay
over going loud etc. By making radio jammers craftable, we allow all
antagonists to use this instead of just traitors.

## Changelog
🆑
add: You can now craft radio jammers.
balance: Radio jammers have had their cost lowered from 5 TC to 1 TC.
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-03-15 08:21:12 +01:00