## About The Pull Request
I didn't realize that default aggro range for mobs is 9, so tendrils
would try to attack you with their whips and spikes despite you being
completely out of their range, which looks pretty funny.
I've fixed this by separating out aggro ***grab*** range and aggro
sustain ranges, lowering latter to 5 for tendrils, and adding checks for
target distance for both abilities it has. The Thing also had a similar
behavior but used rather jank code for that (which I don't think even
worked), so I've modified it to use the new system as well.
## Why It's Good For The Game
Stationary mobs probably shouldn't try to attack mobs completely out of
their reach
## Changelog
🆑
fix: Tendrils no longer try to attack you when you're out of their reach
code: Cleaned up The Thing's aggro code
/🆑
## About The Pull Request
Adds a couple really expensive shuttles.
- The gold version of Oh Hi Daniel, being a joke and expensive but not
nearly as expensive as
- The Vigilante, a long-range syndicate transport shuttle with a cosy
layout and also some mobs and a sentience balloon. (Also contains a
unique weapon)
- The Millionaire Shuttle, a very gold shuttle that's supposed to feel
fancy, and also it has some silly custom items.
Also adds a "medical bay" pod to the cluster of escape pods, along with
making it require an emagged console.
Also reduces the breacher's price considering that in hindsight it's not
_that_ good of a shuttle.
## Why It's Good For The Game
The last time I made some shuttles people kinda liked them, so I decided
to make a couple more.
## Proof Of Testing
Shuttles are able to be bought and they work just fine. StrongDMM
screenshots follow:
Gold Daniel -
<img width="320" height="352" alt="image"
src="https://github.com/user-attachments/assets/cbd57b08-35f3-47e3-929e-629f6a59fd00"
/>
Vigilante -
<img width="896" height="1376" alt="image"
src="https://github.com/user-attachments/assets/f5f66209-7271-45b8-938b-4cbad8fbf3ac"
/>
Millionaire -
<img width="608" height="1184" alt="image"
src="https://github.com/user-attachments/assets/cd28f2a9-2241-4e01-8516-e8e644a451e0"
/>
## Changelog
🆑
add: Adds a couple more dumb expensive evac shuttles.
balance: Makes the escape pod cluster shuttle emag only.
/🆑
---------
Co-authored-by: Cabbage <supredoode@gmail.com>
## About The Pull Request
Title.
So, the proc takes instances, but we were getting typepaths from the
global list. This fixes it, by getting the instances.
Also makes rerolled antags always pick from the original reroll.
## Why It's Good For The Game
Bugs bag
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1736" height="424" alt="image"
src="https://github.com/user-attachments/assets/6ad83ee3-f453-4f43-bb32-10b2555b2654"
/>
</details>
## Changelog
🆑
fix: Antagonist reroll now works
/🆑
## About The Pull Request
New enhanced Xenoborg sprites replacing the prior ones as well as adding
new ones for the rest of the missing Xenoborg modules. The sprites now
are less flat colored and have a trim around the harder metal plates to
vary the color pallette. Also makes their hats now better positioned to
their heads.
## Why It's Good For The Game
New better less scuffed borg sprites yippee.
## Proof Of Testing
<img width="1250" height="502" alt="xenoborg remastered"
src="https://github.com/user-attachments/assets/c86ea581-0636-4ef8-8aa4-5870138a1802"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
cl:
add: Adds new Xenoborg sprites while replacing old ones with new ones.
fix: Improves hat wearing for standing Xenoborgs.
add: the missing Security, CC, and Clown Xenoborg sprites.
/🆑
## About The Pull Request
I've been a player on Roguetown for a while, and a small thing I noticed
I missed a lot was the feature of displaying character headshots in the
examine text. As such, i've ported this in a fairly straightforward way
from Ratwood Keep.
The headshot will grow bigger on mouseover and shrink again when the
mouse moves away.
Headshots will be always hidden for someone who has an unknown identity
(masked and without standard ID).
There is an option toggle to not view chat headshots, should you prefer
to not see them.
## Why It's Good For The Game
Improves immersion, making it much quicker to see someone's headshot in
a situation instead of needing to examine them closer.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="565" height="400" alt="image"
src="https://github.com/user-attachments/assets/1b1df66e-63ac-4e8d-be2d-36bcd3461724"
/>
<img width="593" height="393" alt="image"
src="https://github.com/user-attachments/assets/abd355e7-969b-42af-8eff-ded9acc1d52a"
/>
<img width="660" height="137" alt="image"
src="https://github.com/user-attachments/assets/5e890a80-f1a4-453a-8cbf-c96ea6ff0ace"
/>
<img width="613" height="293" alt="image"
src="https://github.com/user-attachments/assets/6024f190-4a1c-4daf-a6b5-d1ba0705c65c"
/>
</details>
## Changelog
🆑
add: Headshots now display in examine chat box. A toggle is added to
options to disable this if you so desire.
/🆑
## About The Pull Request
Adds a couple really expensive shuttles.
- The gold version of Oh Hi Daniel, being a joke and expensive but not
nearly as expensive as
- The Vigilante, a long-range syndicate transport shuttle with a cosy
layout and also some mobs and a sentience balloon. (Also contains a
unique weapon)
- The Millionaire Shuttle, a very gold shuttle that's supposed to feel
fancy, and also it has some silly custom items.
Also adds a "medical bay" pod to the cluster of escape pods, along with
making it require an emagged console.
Also reduces the breacher's price considering that in hindsight it's not
_that_ good of a shuttle.
## Why It's Good For The Game
The last time I made some shuttles people kinda liked them, so I decided
to make a couple more.
## Proof Of Testing
Shuttles are able to be bought and they work just fine. StrongDMM
screenshots follow:
Gold Daniel -
<img width="320" height="352" alt="image"
src="https://github.com/user-attachments/assets/cbd57b08-35f3-47e3-929e-629f6a59fd00"
/>
Vigilante -
<img width="896" height="1376" alt="image"
src="https://github.com/user-attachments/assets/f5f66209-7271-45b8-938b-4cbad8fbf3ac"
/>
Millionaire -
<img width="608" height="1184" alt="image"
src="https://github.com/user-attachments/assets/cd28f2a9-2241-4e01-8516-e8e644a451e0"
/>
## Changelog
🆑
add: Adds a couple more dumb expensive evac shuttles.
balance: Makes the escape pod cluster shuttle emag only.
/🆑
---------
Co-authored-by: Cabbage <supredoode@gmail.com>
## About The Pull Request
Title.
So, the proc takes instances, but we were getting typepaths from the
global list. This fixes it, by getting the instances.
Also makes rerolled antags always pick from the original reroll.
## Why It's Good For The Game
Bugs bag
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1736" height="424" alt="image"
src="https://github.com/user-attachments/assets/6ad83ee3-f453-4f43-bb32-10b2555b2654"
/>
</details>
## Changelog
🆑
fix: Antagonist reroll now works
/🆑
## About The Pull Request
New enhanced Xenoborg sprites replacing the prior ones as well as adding
new ones for the rest of the missing Xenoborg modules. The sprites now
are less flat colored and have a trim around the harder metal plates to
vary the color pallette. Also makes their hats now better positioned to
their heads.
## Why It's Good For The Game
New better less scuffed borg sprites yippee.
## Proof Of Testing
<img width="1250" height="502" alt="xenoborg remastered"
src="https://github.com/user-attachments/assets/c86ea581-0636-4ef8-8aa4-5870138a1802"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
cl:
add: Adds new Xenoborg sprites while replacing old ones with new ones.
fix: Improves hat wearing for standing Xenoborgs.
add: the missing Security, CC, and Clown Xenoborg sprites.
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
bugs bad
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="498" height="119" alt="image"
src="https://github.com/user-attachments/assets/ea87a54b-8b11-41da-bafc-5762334e705e"
/>
</details>
## Changelog
🆑
fix: Tacticool eguns are bulky now
/🆑
## About The Pull Request
Changes the Regal Condor to be less absolutely broken. Changes are as
follows:
- Damage multiplier on the gun: 1.25 -> 1.00 (effective damage from 62.5
-> 50)
- Armour Penetration: 40 -> 30
- Projectile Speed: Hitscan -> 1.75 (a bit faster than average)
- Crafting recipe for the gun has been altered: Requires a parts kit
purchasable from an uplink instead of 4tc directly where said kit costs
4tc and cannot be discounted, along with being restricted to higher
player numbers.
- Crafting recipe for the magazines has been tweaked, now requiring a
telecrystal per each additional magazine you want to make.
- To compensate for the exclusivity of the parts kit, a
credit-purchasable one has been made available to the persistence.
## Why It's Good For The Game
The regal condor is a ridiculously broken gun and was fortunately not
used to it's full potential up until recently, where it became very
obvious that it's current state was unacceptable.
## Proof Of Testing
Recipe works as intended, and the condor's projectile and damage has
successfully changed. The required item is available in the uplink and
the percy express console. Actual validation for the uplink restrictions
will require live testing, unfortunately.
## Changelog
🆑
balance: Nerfed the Condor's damage performance, and tweaked it's
recipe.
/🆑
---------
Co-authored-by: Cabbage <supredoode@gmail.com>
## About The Pull Request
Title.
Additionally, lone op will always spawn at the 45 mark of being
unsecured. This is less of a design detail and more of a side effect of
how I implemented this.
## Why It's Good For The Game
A lot of the pain of lone op comes from the inability for the crew to
really respond. Stealth/blitz ops SUCKS. While 3 minutes isnt much, its
still enough time for the crew to mount a response. The lone op has been
given extra TC with the knowledge that they might need to brute force
their way through the crew.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1507" height="744" alt="image"
src="https://github.com/user-attachments/assets/94067147-9659-4ffe-b1ef-ed2affbdc26d"
/>
<img width="678" height="195" alt="image"
src="https://github.com/user-attachments/assets/e4af766a-e576-4c50-b684-7602e67869bc"
/>
</details>
## Changelog
🆑
balance: Lone op now always spawns with a 3 minute delay and an
announcement
balance: Lone op gets 5 more TC
/🆑
<!-- 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
Title.
Lycans gain an ability that gives them a claw item that deals slightly
increased damage in combat, is slower, and deals extra damage to
structures.
Note while this does partially counter chairs, its only partial, because
this mode is less effective in overall combat and is mostly for breaking
shit.
Pacifism suppresses this mode, to give some counterplay once you catch
the lycan. (Pacificiation makes them containable)
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Further leans into the garou powerfantasy. Every time I played lycan I
realized it had little utility outside combat (and even then you have
NOTHING for silicons). This gives you a massively damaging anti-object
ability and should give ways to function and DO things while in lycan
form that youd usually need tools for.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/11cf6f5a-1ec3-46d5-8616-46174f93d59a
Ignore the doorprying, that was removed
</details>
## 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 its 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
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🆑
balance: Boosted lycans can now use their claws on objects as long as
theyre not pacified
balance: Lycanthropy booster is now 15 TC
/🆑
<!-- 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,
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<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
## About The Pull Request
Adds **Plexagon NavSec**, a new PDA app available on the NT store with
no access restriction, pre-loaded on the assistant PDA.
NavSec scans `SSmachines.processing_apcs` at runtime to build a
complete, alphabetical list of every station area with an APC. Selecting
one points the standard NtosRadar arrow (Same one as the nukie
pinpointer/ Lifeline app) toward it. Results are filtered to
`/area/station` subtypes, so antagonist ships, Centcomm, player created
naughty rooms, and away missions are excluded; Yes, I thought about the
use case of "use it to find antag hidey holes" and made sure to nip that
pre-emptively.
**This is not a replacement for the Navigate verb.** They answer
different questions:
- **Navigate** asks *"how do I get there?"* It provides pathing, but
requires mapper-placed waypoints, gates routing on your current ID
access, and shits the bed when either of those is missing. Also it has a
really annoying and unnecessary cooldown.
- **NavSec** asks *"which way?"* It finds the APC for the area and
points at it. No pathing, no access check, no waypoint dependency, no
mapping maintenance burden. It trusts you to figure out your own
flapping.
The tradeoff is intentional. The implementation is light: no new
subsystems, no new TGUI, no mapping work. It piggybacks entirely on APC
registration, which already happens for free at round start.
## Why It's Good For The Game
There is a category of frustration in this game that has nothing to do
with skill, experience, or the actual difficulty of the task at hand.
You are an antagonist with an objective, a secoff tasked to patrol for a
bounty, or a new player following a job order, and you are stuck
patrolling a random corridor in hopes that your destination will
magically present itself because the room you need is called something
like *"Starboard Aft Secondary Maintenance"* or *"The Clown's Anus"* and
you have been wandering around for four minutes. Hell maybe you're a
really dim traitor and need help finding the armory to blow it up.
The Navigate verb is the official answer to this and is frequently
insufficient:
- It does not cover many obscure areas
- It requires mappers to actively maintain waypoints
- It will just straight up not be able to get you to your destination
half the time
New players probably aren't equipped with the knowledge to troubleshoot
Navigate's temperamentality
NavSec sidesteps all of that. Every station area that has power has an
APC. The list is always complete and always current. The app ships
pre-loaded on the assistant PDA so new players encounter it without
having to know it exists, and is free to download for everyone else if
you're not an assistant and need it anyway.
Sure, we should still think about improving the navigate verb, but this
is a good alternative in the meantime.
## Proof Of Testing
Spawned as assistant, opened PDA, confirmed NavSec present. Hit Scan,
confirmed alphabetical area list populated. Walked directly to aft port
maintinence despite not knowing what aft or port means, GREAT SUCCESS!
<img width="2551" height="1316" alt="image"
src="https://github.com/user-attachments/assets/ec415202-7b06-458e-81a0-7223efc06e3c"
/>
## Changelog
🆑
add: Added Plexagon NavSec, a PDA app that locates any station area by
tracking its APC. No access required. Available on the NT store and
pre-loaded on the assistant PDA.
qol: New players and anyone dropped into an unfamiliar station layout
can now find obscurely named rooms without relying on the Navigate verb
or prior map knowledge.
/🆑