## About The Pull Request
Re-did blips to be significantly nicer sounding and way better. Alien
speech you don't understand now comes through as Blips. If you have TTS
entirely disabled, you won't hear blips. Blips also now include more
customization options, and a dedicated Blips preview button by clicking
the leaf icon.
<img width="1749" height="354" alt="ApplicationFrameHost_5nKJEvaNV1"
src="https://github.com/user-attachments/assets/ef6c6b61-7c22-4a87-94c9-be50e89c65bb"
/>
https://github.com/user-attachments/assets/8cab7e55-6370-4e4e-99ba-ea2475569453
Radio TTS has been implemented. By default, you will hear all TTS over
the radio, but will not hear yourself over the radio. You can configure
this in Game Settings.
https://github.com/user-attachments/assets/94a44d84-17a9-4e6e-ac5c-3b800b11c159
<img width="743" height="193" alt="chrome_MOIcXaC2gh"
src="https://github.com/user-attachments/assets/907379b7-0689-486c-b29c-9be0a2259b05"
/>
The new TTS stack is located at
https://github.com/Iamgoofball/tgtts-qwen3 and is AGPLv3 licensed. The
new blips design was inspired by
https://github.com/joshxviii/animalese-typing.
The configuration to disable TTS on whispering has been removed, as it
is no longer needed and also interferes with radio TTS functioning
properly.
The Tram now utilizes TTS, and has had a general audio tune-up.
https://github.com/user-attachments/assets/f532d002-939c-43a1-95d0-0f0c43048997
TTS audio is now 3D and in space, see attached.
https://github.com/user-attachments/assets/b00df49a-9d1d-4b27-a8a0-d103099f5c7e
## Why It's Good For The Game
Quality of life improvements to the TTS system, long overdue. Also, TGMC
can migrate to this new method of doing radio audio so they aren't
sending double the TTS requests anymore.
## Changelog
🆑
add: Added support for Radio TTS. You will now hear players over the
radio via the TTS system.
add: Configure this in Game Options under the Sound tab.
sound: Re-did blips to be significantly nicer sounding and way better.
sound: Alien speech you don't understand now comes through as Blips. If
you have TTS entirely disabled, you won't hear blips.
sound: The Tram and Computers now utilize the TTS system. Configs have
been added to set a consistent voice.
sound: TTS audio now utilizes 3D audio; you can now walk away from
people saying stupid shit and it gets quieter.
sound: Blips also now include more customization options, and a
dedicated Blips preview button by clicking the leaf icon.
del: The configuration to disable TTS on whispering has been removed, as
it is no longer needed and also interferes with radio TTS functioning
properly.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
## About The Pull Request
Baby stoats can now grow into adult stoats. ive also included kits into
the spawn pool of maints, (the overall chance of running into a stoat
whether adult/baby remains the same), and you can also now find baby
stoats rummaging through bins. since baby stoats are cute ive made their
growth rates slow so people can enjoy them at their youths for longer.
## Why It's Good For The Game
fixes an oversight.
## Changelog
🆑
fix: baby stoats can now become adults
add: baby stoats are added to the spawn pool of maints, (the overall
chance of running into a stoat whether adult/baby remains the same)
/🆑
my watch has ended
<img width="401" height="256" alt="ffffff"
src="https://github.com/user-attachments/assets/a539203c-020b-4ad8-b034-f69ec0eafa78"
/>
## Changelog
🆑 Profakos (originally pulled from their branch, did massive chunk of
this), Ben10omintrix
refactor: mulebots have been refactored. please report any bugs
/🆑
## 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
Doesn't necessarily have a pinned ID
## Why It's Good For The Game
Runtime
## Changelog
🆑
fix: Corgis no longer runtime when trying to open doors without an ID
/🆑
<!-- 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
Brought to you by Team Powercrèpe.(same group of people that delivered
the Heretic Overhaul)
This PR ports the TGMC Tacmaps and grants em to our NukeOps.
Code by Me, @Xander3359, @Arturlang, @Absolucy.
Mapping by @RipGrayson
Sprites by @KillerOrcaCora
Writing bits by @necromanceranne
Tacmaps are essentially dynamically generated minimaps,
<img width="1711" height="1335" alt="Tac map examples"
src="https://github.com/user-attachments/assets/f936fac0-fb7c-4b84-970d-7195b4995ca7"
/>
<img width="1274" height="714" alt="Tac-Maps Icons"
src="https://github.com/user-attachments/assets/0f04e388-af4b-4955-be7a-04650cfd746b"
/>
As you can see from the screenshots above, departments are classified by
color, hovering your cursor over an area or a team mate, will display
their name, the system does allow the user to switch between Multi-Z,
and lastly you can draw and add labels to the map, although the last
option is only available to the NukeOps Leader and OW agents.
The functionality is tied to the Syndicate implants nukies start with,
Cayenne, Syndie borgs and Mechs also have the ability to toggle the map.
Likewise, the tacmaps will display the positioning of the following in
real time!
- Nuke ops agents
- Syndie borgs and Mechs
- Cayenne
- Location of the nuclear fission device (and beer nuke)
- Location of the Nuclear Authentication Disk.
<img width="1274" height="714" alt="SkyBridge OFF"
src="https://github.com/user-attachments/assets/3915e7d7-644a-4e9a-b213-997834dde2ea"
/>
<img width="1274" height="714" alt="SkyBridge ON"
src="https://github.com/user-attachments/assets/13748290-fd16-42ba-a9c4-a6b4f7e69c79"
/>
<img width="566" height="459" alt="Holo table done"
src="https://github.com/user-attachments/assets/1a43c5b7-ee51-4794-9c09-16b4fb50e2ad"
/>
https://github.com/user-attachments/assets/caf38538-ef04-4330-992c-3137a67ea0d0
Lastly The tactiical map implant cannot be be used on the nuke ops
base,If the team wishes to interact with the map they'll have to
Interact with the "Reconnaisance Platform" (Sprite by Orcacora) in the
briefing room, which has seen some mapping changes (Brought to you by
TheLastGrayson).
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Originally this feature was planned for the Upcoming Contractor Rework
our team is currently working on, but given the massive size of it all,
we decided to atomize it.
But without that consideration in mind, I think it makes sense for
Nuclear operatives of all antagonists to have the means to Recon and
plot an assault plan onto the station and actually be able to know the
whereabouts of their teammates.
Obviously this feature has a lot of other potential applications, we
have wanted to have functional Maps for a very long time, if someone
wants to give it a go once the feature is merged, by all means.
<!-- 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. -->
## 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
the bat. -->
🆑
add: Tactical Maps have been added to the game!
add: Nuclear Operatives implants now grant the ability to open a
Minimap, this map will display and show the names of various areas of
the station, and the positioning of the Nukeops team,borgs,mechs,Cayenne
and the nuke disk in real time!
add: Nukie leaders and OW agents can also draw and apply labels to the
map.
add: the "Recoinassance Platform" has been added to the Nukie Base, it
allows displaying of the Tactical maps while on the Syndicate Base Z
level.
map: The briefing room in the NukeOps base has been remapped to better
accomodate the new Holographic table.
map: Changed the front shutters on the Syndicate Infiltrator to the more
fitting Syndicate Shutters.
/🆑
<!-- 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: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: RipGrayson <49290523+RipGrayson@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
Blood-drunk miner has been reworked to change it from a DPS race into a
more dynamic fight
- Buffed health from 900 to 1300 (45% increase), slightly increased
speed (3 -> 2.5), increased saw damage (6/10 -> 8/12) to compensate for
other changes below
- Slightly reduced PKA shot damage (20 -> 18)
- Saw attacks now have a slightly longer delay inbetween hits
(especially in unfolded form), ***no longer are guaranteed to hit no
matter what*** (was a bug which forced players to eat 50 damage to the
face) and slow down the miner during the combo
- Singular PKA shot has been replaced with a telegraphed barrage of 3
projectiles, during which the miner cannot move, letting players gain
some distance
- Dash is no longer a teleport but a proper charge akin to that of
lobstrocities with a very short chargeup that deals no damage or
knockdown, but allows the miner to travel further
- Miner's attacks no longer give the target stun immunity for a brief
moment (why?)
- Default PKA it drops has been replaced with an infernal version, which
comes with a cheaper (30% vs 50% of the default one) in-built rapid
repeater (that also has a less punishing miss delay)
<img width="169" height="143" alt="Aseprite_UfXRbgVuqB"
src="https://github.com/user-attachments/assets/3ac257a4-5443-4c7f-a891-4e69f8188cb4"
/>
---
Full fight with a single basic pen and 2 legion cores, no PKC trophies:
(fumbled a bit midway though, pre-PKA projectile damage nerf)
https://github.com/user-attachments/assets/40c8af0d-035c-49da-861b-5e74ca7d7551
## Why It's Good For The Game
Current blood-drunk miner is a hard DPS check with unavoidable damage
(both due to the bug and instant dashes/PKA hits) that simply requires
you to facetank the damage using heals and kill it first before it kills
you.
This should make the fight a bit longer, more engaging and fairer than
it is right now.
## Changelog
🆑
add: Blood-drunk miner now drops an infernal PKA with an in-built
improved rapid repeater modification
balance: Blood-drunk miner has been reworked with new attacks and
patterns
fix: Blood-drunk miner's combos are no longer guaranteed to land even if
you move away from it
/🆑
Straightforward conversion to basic mob. Only effective change is slight
increase in movement speed. They're still walking punching bags.
🆑
balance: polar bears are tiny bit faster
/🆑
## 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
Completely removes individual inventory UI handling from mob and HUD
code and moves it to slot datums.
``/datum/inventory_slot`` now is responsible for displaying items on the
player UI and does so through vis_contests as opposed to screen_loc -
which ensures that wide items will display properly rather than be
offset to the right.
Centralized, slot_id based handling allows us to significantly simplify
inventory and HUD code (see how many lines were removed) as you no
longer need to individually track all items for both the HUD owner and
the observer, and makes it easier for us to fully datumize inventory
handling in the future.
Also fixes a bug where observers would see players' storage UI and have
the items linger on-screen after its closed.
## Why It's Good For The Game
Makes working with inventories and HUDs easier, fixes visual issues with
wide items, I need this for human rendering refactors.
## Changelog
🆑
refactor: Refactors inventory UI to be completely datum and
vis_contents-based
fix: Observers should no longer see doubled up inventory UIs
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Adds a non-patrolling subtype of honkbot for the casino shuttle to use.
Fixes#96201
## Why It's Good For The Game
He's supposed to be spreading joy to the evacuees, not running away roam
the halls.
## Changelog
🆑
fix: The honkbot on the casino emergency shuttle has been told not to
abandon its post.
/🆑
## About The Pull Request
Removes the IC tab in its entirety
- Some mobs (Blob Minion & Lightgeist) had manually removed the "pull"
verb, this replaces it with taking away their pull force.
- Lightgeist had their "Me" verb manually removed, this is replaced by
giving them Emotemute trait (the same that mime's bane gives)
- Floor Changer: You can now RMB the arrow buttons to look in a
direction w/o moving. Added a tip to help with this.
- Exit Hivemind: Already an action button and was removed without
further edits
### Removed entirely
Rest
Resist
Look Up/Down
Move Upwards/Down
Activate Held Object
Open Language Menu
Memories
View Skills
### Moved to command bar (secret verb ooh) because I am biased
Sleep
Navigate
### Martial Arts
Martial Arts had a button to see your current skills & the ability to
cycle between artstyles. This was replaced with 1 action button that
does both of these.
<img width="317" height="148" alt="image"
src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044"
/>
Name auto-updates as you swap artstyle to whatever help verb the current
style uses. Mention of RMB in the name is only there if you have more
than 1 martial art, but the desc will remain just so players can see it
even if they only have one, for future reference.
## Why It's Good For The Game
Brings greater visibility to Martial Art stuff, and especially since the
stat panel is being made optional we should not be hiding ANYTHING in
there.
This also helps me with my project listed in
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
And also fixes some sorta-removed features due to removing verbs not
matching people's actual powers due to new features like "Custom Me" and
"Ctrl Clicking".
## Changelog
🆑 SirNightKnight (sprites), JohnFulpWillard
del: Deleted the "IC" tab of the stat panel.
fix: Lightgeists can't emote or pull as intended.
fix: Blob minions can't pull again.
qol: Martial Art users now have an action button for their
artstyle-related businesses, rather than it being in the stat panel.
qol: You can now right-click the move up/down UI buttons to look in the
direction without moving.
/🆑
## About The Pull Request
If glimmering residue (revenant ectoplasm) is scattered in the vicinity
of a mirror, the revenant will be trapped inside it instead.
-When mirrors are cursed in this way, the reflections are shifty and
distorted, like the revenant's reflection when it's alive.
-In this state, the revenant may only communicate via telepathy with
people reflected in the mirror (it's more like "standing close to it",
but that's probably ok).
-If the mirror is broken, the revenant will reform. If it's catatonic, a
new candidate will be pulled, much like with ectoplasm reforming.
-If the mirror is destroyed in another way, the revenant will be
destroyed as well.
-There is a 1/500 chance that a mirror will be haunted roundstart
## Why It's Good For The Game
You can now torment the revenant by eternally trapping it if it really
pissed you off
## Changelog
🆑
add: you can now trap dormant revenants in mirrors
add: haunted mirrors may very rarely appear roundstart
/🆑
---------
Co-authored-by: l0 <-->
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Bileworms now attack by firing a barrage of arcing projectiles at their
target, one guaranteed to hit their turf and the rest spread around
them. Bileworms fire 5 shots and vileworms fire 7 at a faster rate.
The projectiles themselves deal 20/25 burn damage and scale with MELEE
armor (as ACID is mostly for atom armor and not mob) on mobs and ACID on
objects.
Bileworms now have a short jump animation before they burrow, during
which they can be stunned by getting shot or hit (only damaging
projectiles count, so you need to melee with your crusher if you want to
stop a burrow). Doing so prevents them from attacking for 2.4 seconds,
after which they burrow back underground without an animation (as to
avoid chainstunning)
They will not burrow immediatelly after firing, now only repositioning
if their target is 3 or less tiles away from them or if they have been
hit by an attack. Their health has been increased to 110/175 to
compensate for them now being able to be stunned, as those are above
important breakpoints for damage, making them require 1 more swing after
backstab/1 more shot to kill respectively.
When attacking NODE drones bileworms will have 30% less spread, making
them a priority target to take out during vent defense, but not as
dangerous as brimdemons or legions.
https://github.com/user-attachments/assets/9d11959f-c90b-4fd5-b93f-bc514237e9bf
Full video of 7 bileworm/5 vileworm fights with better visuals and no
compression can be seen here: https://streamable.com/6thbmm
(Both underground firing and dead sprite issues have been fixed after
the recording)
Worm jumping sprite/animation by ArcaneMusic, edited by me
## Why It's Good For The Game
Bileworms are not fun to fight for both PKA and PKC users, there is no
counterplay to their burrowing, and they are not engaging during vent
defense. This should address all of these issues, and make them more fun
to fight.
## Changelog
🆑 SmArtKar, ArcaneMusic
balance: Bileworms now fire arcing shots instead of cross patterns, and
can be stunned by hitting them during the burrow animation. Their health
has been slightly buffed to compensate.
/🆑
## About The Pull Request
Adds a little text blurb to the guardian granters (wiz deck of cards,
tot parasite injectors, etc) to show if they've been used.
<img width="635" height="86" alt="img1"
src="https://github.com/user-attachments/assets/0a63600d-803e-49d4-9b52-d180f0cc2666"
/>
<img width="618" height="83" alt="img2"
src="https://github.com/user-attachments/assets/15dcc3fc-225e-4ac5-986b-5ee31d33ba2e"
/>
## Why It's Good For The Game
Currently the only way to check if a granter has been used it to use it
yourself, which in the case of dusty shards, may cause you to become a
walking JoJoke when you just wanted to see if someone took the Golden
Experience for themself.
## Changelog
:cl:Grammi
qol: Guardian granters (holoparasites injectors, dusty shards, etc) now
show if they've been used on examine.
/🆑
---------
Co-authored-by: unknown <Grammi>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Switches from the holoparasite extinguishing their owner repeatedly
whenever they caught on fire, causing a message about them catching fire
to repeatedly appear, to giving them the `TRAIT_NOFIRE` trait, which
does the same thing.
## About The Pull Request
This Pull Request adds a new logging system that uses a timeline to
track and visualize important events for specific datums.
This is done via a new window in which you can select a datum for
tracking, which adds it to the timeline. If this datum implements the
EVLOGGING macros, it can track important events onto this timeline. As
an example, we can log whenever an AI is deciding to make a new path, if
it decides to generate a new decisionmaking plan, it finishes an action,
or it decides to target someone/something.
We can select these events to see more information, and optionally get a
snapshot of important variables at the time this event was logged (like
the blackboard and current plan for AI controllers).
You can also filter out specific events / track info, which is done via
categories. Each event / piece of track info is given a category and if
you disable a category all events / track info in that category is
hidden. This lets you filter out things you might not care about.
<img width="2346" height="1209" alt="image"
src="https://github.com/user-attachments/assets/0763077c-e349-4c7c-b017-23d29e1d089b"
/>
_whoever thinks we didnt need advanced cleanbot logging is a noob_
In the video below I showcase how this works;
https://file.house/7nsOiqdvmSTxlsk3fs-e8g==.mp4
A cleanbot is roaming the halls, I turn on the event logger, click the
"pick target" button and click on the datum I'd like to track (the
cleanbot). This results in the cleanbot now tracking its events. I spawn
some dirt and the cleanbot decides to clean it, and I go through the
events; You can see theres different events being listed, such as when
the cleanbot starts targetting the dirt, when it cleans plan, when it
makes it JPS path and every time it moves over it.
The macros I've currently implemented are as follows:
**EVLOG_TEXT(DATUM, CATEGORY, INFO)**
Only adds text to the event logger window, no world-visuals
EVLOG_LOCATION(DATUM, CATEGORY, INFO, TURF)
Adds text to the event logger and adds an image to where that turf is.
EVLOG_TURFS(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and adds an image to each turf in the
TURFS list
EVLOG_LINES(DATUM, CATEGORY, INFO, TURF_A, TURF_B)
Adds text to the event logger and adds a line from turf_a to turf_B
EVLOG_PATH(DATUM, CATEGORY, INFO, TURFS)
Adds text to the event logger and visualizes a path from A to B (same
way as the pathfinding debugger, of which I moved the visualization
before to SSPathfinder)
In terms of performance, the logger is a singleton, and events are ONLY
logged if
1. The logger is running
2. The datum has the DF_EVLOGGING flag.
This means most of the time, logging an event is a single var lookup
(Since the runner is off by default). The DF_EVLOGGING flag is off by
default as well and has to be enabled by the event logger, or set
temporarily by a dev in code.
This system can easily be extended with more event types / visualization
types as well. (I'm thinking of datumizing the ones I have now)
The TGUI is still a bit of a mess, I would love some pointers because
I'm not really good at react so I just kind of hit it with a hammer
until it did what I wanted 😎
Also, all of this is based on VisLogging from Unreal Engine, so it will
have some likeness https://unreal-garden.com/tutorials/visual-logger/
## Why It's Good For The Game
This system allows us to debug more complex systems (like basic AI) in
an understandable and clear way. While the implementation cases are not
super common right now, extending this system could make debugging these
systems much more comprehensible, and hopefully lets more developers
help us with improving these systems. (plus, we LOVE timelines)
## Changelog
🆑 CabinetOnFire
refactor: Implements "Event Logging" an improved way for programmers to
debug specific datums.
/🆑
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request
Goliaths no longer instantly stun the mobs they hit with their tentacle
for full 10 seconds, instead leashing them to the spot they were grabbed
at or dragging them towards themselves. The ranged tetris-piece attack
has been changed to a full cross which tethers the target preventing
them from moving away more than 1 tile, while the line and the ring
attacks tether the mob directly to the goliath itself and drag them in.
https://github.com/user-attachments/assets/0b566a12-17ae-4a8a-97ac-5734c89c83d4
The tentacles can be manually removed after standing for 6 seconds, or
by hitting them for 75 damage total (3 PKC swings, or 5 bayonet hits).
They also naturally retract after 10/15 (cross/line and ring) seconds
like before.
Goliaths themselves have received a massive speed boost, going from 3
second movement delay to 1.2 seconds (150% buff) and no longer can
friendly fire with their tentacles (and ancient goliaths have their
trophy drop guaranteed)
Brimdemons, lobstrocities, watchers and legions also received some
changes:
- Brimdemons no longer can wound with their beams (they were basically
guaranteed to land a nasty burn wound with the initial blast), but are
now affected by laser armor and their beam DOT (not the initial 25 burn
damage upon firing) has been increased from 5 to 7. Their blasts can now
be interrupted by hitting them from their side or from their back
- Lobstrocities have had their retreat distance decreased from 8 to 6,
making them much less likely to randomly lose aggro on the miner (their
aggro range is 9 tiles, meaning that even a single tile of movement on
miner's part will result in lobsters losing interest in them when on CD)
- Watchers now try to stick to 3-5 (previously 4-6) tiles of distance
between themselves and their target, and legions try to maintain 4-6
tiles of distance as opposed to running away completely. This should
make fighting both of them more interesting and engaging, and make
dealing with them during vents less cancerous.
Sprites for the tentacle item and mob overlay are by thgvr from
https://github.com/shiptest-ss13/Shiptest/pull/2432
## Why It's Good For The Game
Goliaths are extremely outdated in their attack design, 10 second
hardstuns are basically a guaranteed death if there are any other mobs
around and aren't very engaging to fight on their own as they are very
easy to evade with 3 second movement delays.
Change to lobstrocities should just make their AI less jank, and
watcher/legion range changes should make them less slippery when
fighting with PKC or zero range PKA, or during vent defense.
## Changelog
🆑 SmArtKar, thgvr
balance: Goliaths no longer hardstun, but instead bind and drag their
targets in with their tentacles. They are, however, much faster now.
balance: Brimdemon beams can no longer wound, but deal a bit more DOT
damage. Their beams can also be interrupted by hitting them from the
side or back in melee.
balance: Watchers and legions now try to maintain a few tiles of
distance from their targets instead of retreating.
fix: Lobstrocity AI should no longer sometimes flee out of their aggro
range when retreating.
/🆑
## About The Pull Request
Hola, I am Kuricityy, and this is my PR. In this PR, I simply made flesh
spiders 10% slower than your average spessmen, as well as making their
regenerative timer a second shorter (meaning they start to regenerate
health after 3 seconds rather than 4), in compensation for losing their
super speed. I'm open to better suggestions, but this is how I want to
push flesh spiders into a more spider-like antag, meaning nesting rather
than just running around the halls griefing.
## Why It's Good For The Game
As someone who has been both on the receiving end and the giving end,
flesh spiders as they stand are completely boring. Anybody who uses this
ability simply just spams the eggs and stealths around the entire round,
essentially creating an endless horde of speedy spiders who are nothing
but respawning grief antags. I think this is a terrible vision for the
antag, considering how easily they grow in numbers, as well as how much
damage they do and how quick they are. My ultimate goal, is to push
flesh spiders into being more like normal spiders, nesting instead of
running around the halls being incredibly hard to kill. This also
encourages more active play on the changeling side.
## Changelog
🆑
balance: Flesh spiders are now slightly slower than your average
spessmen. (10%)
balance: Flesh spiders now regenerate after 3 seconds of not taking
damage, compared to 4.
/🆑
## About The Pull Request
Raptors are now immune to ice slipping and sliding. Mobs that are
buckled to something no longer can get stunned by slips (required for
former to work, makes no sense to be a thing)
Mining MOD has had its ore digging speed multiplier increased from 1.5
to 2 as it didn't clear the tick threshold previously which was not
intended.
Mining bombs fired in sphere mode have been replaced my a barrage of
homing (useful against lobstrocities) micro missiles, which deal
increased damage to lavaland fauna and dig rocks (just like mining bombs
did before)
https://github.com/user-attachments/assets/13b2f01f-a98b-4c24-b8be-2d04ae0ef941
Neat impact particles included
## Why It's Good For The Game
Raptors aren't very strong on icebox and lack any ice immunity options
that miners normally get (snow shoes, ice miner loot), letting riders be
immune to ice slippage is a nice boost to them.
Mining MOD bombs are very clunky to use and nigh useless most of the
time, as even with my previous buffs its still easier to simply pull out
a PKA due to both how hard it is to land hits, and how little damage
they deal. While previously they could be used to clear out large areas,
that role has been delegated to the mining MOD itself in my rework,
leaving them without a clear purpose. New missiles should provide an
offensive alternative for mining MOD users and let them defend
themselves while exploring or digging in the sphere form.
## Changelog
🆑
add: Mining MOD sphere mode now fires a barrage of micromissiles instead
of a singular delayed explosive
balance: Raptor are now immune to ice slippage
balance: Mining MOD has had its ore digging speed increased
fix: Buckled mobs can no longer "slip" (get stunned) on wet/icy tiles.
/🆑
## About The Pull Request
Introduces a new targeting priority strategy system for basicmob AIs,
which allows controllers to decide which mob to prioritize over others.
Mining mobs will now focus on the NODE drone unless hit, and will pursue
the attacker for 25 seconds before dropping the aggro. They also get
increased aggro if you've attacked other mobs in their view recently,
and after a few hits will have enough aggro to swap to you from the NODE
drone. Ashwalkers get a reduction in aggro because they live there.
Legion broods and brimdemons will immediately target anyone who attacks
their allies rather than waiting for multiple hits. Broods also now
inherit their parent's targets and retaliation/reinforcements lists.
https://github.com/user-attachments/assets/6baaba8a-8b3c-4b2f-ae8b-842f0b1f2b6d
#### This is a bounty for ArcaneMusic
## Why It's Good For The Game
Makes vent defense mob behavior more predictable and easier for players
to manipulate, allowing them to draw aggro from the NODE drone should
make vents more engaging and less of an AI rng fest
## Changelog
🆑
add: Mining mobs now use priority when choosing their target,
prioritizing NODE drones over miners who haven't attacked them or their
allies
/🆑
## About The Pull Request
This is a two-parter but they are part of the same journey; I was fixing
#95715 and noticed the commands didnt work, so I also fixed that #94689
The issue for #95715 was that pets did not have their damage set at all,
so they could not attack on combat mode. Dogs specifically circumvented
this by setting and reverting the damage during behavior, which is not
what ai behavior should do. Now those values are the same. I set it up
as 5 lower and upper by default on pets, but if I need to tweak that let
me know.
For #94689 the issue is that if pointed_at's loc is a turf, it would
override pointed_at to be the turf, so that it could pass the view()
check below. But by setting pointed_at everything after now uses that
for the logic, including the signals. Which means the logic often just
thought you were pointing at the floor. I've fixed this by assigning the
loc to a temp var and not changing pointed_at
## Why It's Good For The Game
Dog-mauling is back, this is a good thing.
## Changelog
🆑 dresseronfire
fix: You can now sic pets onto targets again
fix: Pointing at things no longer sometimes points at the wrong thing
/🆑
## About The Pull Request
Basic Mobs used to always trigger cooldown on clicks. This resulted in
missed attacks causing you to have a delay before you could attack
again, this makes it really punishing to play as a basic mob.
To resolve this I did a mini-refactor on basic mob's attack chain to
allow for the return values to determine whether we go on cooldown or
not. Preventing attacks that did nothing (due to not passing checks, or
simply not having any behavior) from causing cooldown.
This fixes#95605
## Why It's Good For The Game
being able to perform melee with the same rules as /human is only fair
## Changelog
🆑 DresserOnFire
fix: Fixes a bug where player-controlled basic mobs would get a cooldown
when their attacks miss
refactor: basic mob attack chain can now decided whether an attack
resulted in a cooldown or not.
/🆑
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:
ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif
EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over
ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)
## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system
## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable!
add: added evil versions of the ed209s to the syndie uplink
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Refactor the majority of the current gasmix mole change use cases into a
proc called adjust_gas which simply adds the designated mole count of
the species into the gas mix while also handling asserting the gas and
garbage_collect()
I also added adjust_multiple_gases and convert_gas() for modifying
multiple gases and within a gasmix
## Why It's Good For The Game
Lemon wanted this to be done as part of the air group refactor
## Changelog
🆑
refactor: refactored majority of gas_mix mole change into adjust_gas()
proc
/🆑
## About The Pull Request
Ponies can no longer be one-click dismounted like typical mounts
Instead when you shove a pony (or its rider), there is a chance based on
multiple factors (is already staggered, has stamina damage, is wounded)
that you manage to remove the rider
Successfully disarming a rider this way will knock them down for a very
short duration
This save behavior was applied to the Leaper, though as Leapers cannot
be staggered and are significantly larger, the chance of a successful
dismount is far lower
## Why It's Good For The Game
Being able to be spam clicked to lose your mount is kind of unfortunate
However, being completely immune to dismount is also not ideal
So as a middle ground, a little stability minigame makes sense to me -
it gives both sides agency in avoiding or pursuing a dismount. The rider
can keep a distance to recover stability while the attackers can use
weapons (even batons or disablers) to make it easier to remove the
rider.
## Changelog
🆑 Melbert
balance: You can no longer dismount riders from ponies with a single
click. Instead, there is a chance to dismount the rider on shoving the
pony OR the rider, based on multiple factors (such as stamina + physical
damage and stagger)
balance: The Leaper mount also has this "disarm to dismount" mechanic,
though it is significantly more difficult as they are much sturdier
beasts
/🆑
## About The Pull Request

This PR adds 16 more wands to the game, try and guess what they all do!
I finished coding this PR 6 weeks ago but it turns out I had to sprite
16 wands after that before I could PR it.
<details>
**Wand of Animation**- It's like the Staff of Animation but doesn't
recharge itself, obviously.
**Rod of Babel**- Grants victims a new random spoken language and then
removes all of their other languages.
**Shearing Rod**- It renders you bald. If you are covering your hair
with a helmet, it pops the helmet off (possibly its most useful effect).
If you're already bald, your bald head will shine brightly and blind
nearby people.
**Party Wand**- Fires projectiles that are incredibly alcoholic. Two of
them will destroy the livers of most targets and kill them (although it
gives them a good leadup time to get that fixed before dying of alcohol
toxicity), so try one at a time if you're just there to have fun.
**Wand of Ice**- Freezes people temporarily, making them really cold and
unable to move. It also spawns slippery ice on impacted tiles.
**Wand of Chaos**- Forces targets to hallucinate from a curated list of
hallucinations. It looks and is named sort of like the Staff of Chaos
just in the hopes that people are more likely to believe that the wizard
did actually just instantly kill them, set them on fire, or turn them
into a demon. Even if it doesn't, a lot of these cause you to stop
moving or be temporarily knocked down or in some other way disoriented.
**Lifting Rod**- Removes gravity from a target for two minutes, which
funcionally immobilises them if they're in the middle of a room or you
can use on yourself to cross big pits.
**Rod of Compassion**- Heals you and your target a little bit, and also
gives you both Pacifism for 30 seconds. This gives you time to talk out
your problems, or deliver a monologue.
**Wand of Snacking**- Turns things into pizza. If fired at a mob, will
put some pizza in their hands and force them to start eating it.
Unlikely to be deadly, but it might spawn mouldy pizza, a food they are
allergic to, ethereal battery acid pizza, or pizza which dismembers you.
**Pestilent Wand**- Confers a transmissible plague which causes you to
periodically cough out vermin of various degrees of danger and hostility
depending on disease level, treated via traditional methods of exorcism.
**Wand of Pratfalls**- Slips and pies the target as well as creating
small amounts of lube foam.
**Wand of Rebellion**- Removes a limb from the target, then animates
that limb. Stop hitting yourself.
**Rod of Repulsion**- Throws things you shoot away from you.
**Switching Rod**- Swap places with the hit atom, as with the spell
Swap.
**Restraining Rod**- Summons a tentacle from the ground to grasp the
target, immobilising them for 20 seconds or until someone helps them.
**Wand of Zapping**- Briefly locks up the target's nerves with lightning
(it's secretly a classic ss13 taser).
</details>
They are available to wizards via the new option "Wand Assortment
(Bargain Bin)" which only costs a single spellbook point, but gives you
an assortment of 6 wands picked at random from this list of new wands
and some of the existing ones.
If you buy two or more sets of wands (and are wearing the wand belt from
the first one) then instead of spawning wands in a belt it will spawn
them in a bandolier, which fits into your backpack or can be worn on a
suit slot.
Wand bandoliers in a suit slot will automatically replace an empty wand
you try to fire with a wand that still has ammo in it.
Several of these wands' projectiles are now also possibilities from
firing the Staff of Chaos (making it more chaotic) and some of them also
have their own Magicarp types.
Also I made it so that if you animate an animating weapon then it
focuses on animating more things instead of shooting its animating bolts
at mobs that are already animate. I could do this for more specialty
wands too at some point (door wand projectiles don't exactly hurt
anyone) but if I do that it'll probably be in a different PR.
## Why It's Good For The Game
A good number of these wands come from a downstream antagonist that's
essentially a lower-threat wizard. I thought these were all fun or funny
effects to have in the game upstream but also not ones that people would
typically want to buy as a dedicated spell (or alternately, that would
be pretty good as a dedicated spell but quite boring), so instead
they're limited use spells that you get in bulk for cheap.
I didn't think we'd really want to bulk up the spellbook with several
different kinds of themed bundle though (and frankly, they don't share
themes), so it's a blind box instead.
The bandolier was added to compensate people for buying random wands
multiple times, so they can have more of a wand-based playstyle.
Now you can spend all of your points on 60 wands (maybe more if you take
the gambling trait...) and be a sort of wizard cowboy, or split them
among your apprentices, or just leave them everywhere like candy and see
whether the crew fuck things up for themselves with their new power I
guess.
## Changelog
🆑
add: Adds 16 more wizard wands to the game, which wizards can buy
cheaply but randomly, or are available via Summon Magic.
add: If a wizard buys more than one set of wands they will receive a
"Wand Bandolier" holster which fits in the backpack or, if worn in the
suit slot, will automatically exchange an expended wand for a full one.
balance: Staffs (and wands) of animation that are animated will try to
animate other objects instead of firing at living mobs, which are
already animated.
balance: Animating a wand of nothing will turn it into a wand of
animation (and animate it).
balance: The staff of chaos can now do more things.
balance: Magicarp now additionally come in Babbling, Frigid, Quantum,
and Weightless varieties. Collect them all!
/🆑
## About The Pull Request
<img width="245" height="468" alt="image"
src="https://github.com/user-attachments/assets/e7924766-cf9a-4ca0-b3fb-a668d3d2cec0"
/>
## Why It's Good For The Game
shouldve been removed with the first pr
## Changelog
Removes everything for the caves and snowdin away missions except for
the original caves area because i used that in heretic, whoops.
not player facing there should be no CL
## About The Pull Request
Title. I saw someone shaving Ian and it annoyed me it was using a welder
sound.
## Why It's Good For The Game
Yo ass ain' welding.
## Changelog
🆑
sound: Shaving Ian will no longer sound like you're using a Welder.
/🆑
## About The Pull Request
Bot huds would sometimes dissappear when they're pathing to anything
that arent beacons
## Why It's Good For The Game
Bot huds would sometimes dissappear when they're pathing to anything
that arent beacons
## Changelog
🆑
fix: fixes bot huds randomly dissappearing
/🆑
## About The Pull Request
Changes Guardian HUD to use action buttons instead of HUD elements,
which means their buttons
1. Can now be moved
2. Can be binded
Other Holoparasite HUD changes:
1- Moves some special buttons like explosive's explosion ability to be
where the "Toggle Mode" button typically is, to be consistent with some
other modes (assassin, gas) that also works like their unique ability.
2- Gives non-dextrous holoparasites the ability to move floors, since
they float.
3- Fixes dextrous holoparasites having 2 health HUDs
4- Moves "Check Guardian Type" verb to a new action button meant to
mimick the Antag UI Info button.
Gives Soulscythes a Combat mode indicator
Locks Revenant's combat mode indicator (cause it does nothing)
Adds another hoverable HUD element, basic mobs can now hover over their
healthdoll to see their Health %
<img width="85" height="123" alt="image"
src="https://github.com/user-attachments/assets/ad660ba4-296c-4699-9ec4-03a6e7b97880"
/>
<img width="95" height="101" alt="image"
src="https://github.com/user-attachments/assets/12d4d9d3-cf2c-4c52-81aa-17ce538b9d48"
/>
Adds a Unit Test to ensure all basic mobs have a HUD that shows some
form of health & combat mode (unless unnecessary like Revenants), to not
lose any information from basic mob conversion now that they lose the
stat panel.
## Why It's Good For The Game
This is yet another supplement of
https://github.com/tgstation/tgstation/pull/95383 - Removing stat panel
entries for all basic mobs is a great move towards lessening the
reliance of mobs on the stat panel.
This is also just good QoL for Holoparasites, especially since their
stat panel had 2 entries for "Master HP" and your "Own" HP, despite
Holoparasites not even having their own HP at all.
## Changelog
🆑
qol: Holoparasites' abilities are now action buttons, so you can rebind
or move them.
qol: Holoparasites now have floor change buttons.
fix: Holoparasites and Soulscythes now have a combat mode indicator.
fix: Dextrous holoparasites now have their inventory slot again while
non-dextrous had it taken away (not that they could use it).
/🆑
## About The Pull Request
``/datum/action/proc/Trigger(mob/clicker, trigger_flags)`` has a lot of
children, many of which use mixed ``. = ..()`` or no parent calls at
all.
https://github.com/tgstation/tgstation/blob/d65ee47f6ebd0384d463a1f2a044c321ff2d912f/code/datums/actions/action.dm#L163-L170
This PR attempts to standardize all the children procs to call parent in
a uniform way, or cements that they *shouldnt* call parent for whatever
reason.
## Why It's Good For The Game
Base proc calls are important, yanno?
The base proc has the action button signals and availability proc on it,
so its technically possible for children procs of trigger() to have
check_flags enabled, but never blocked (i.e AB_CHECK_CONSCIOUS,
AB_CHECK_HANDS_BLOCKED).
Some children procs have IsAvailable on them, but its possible they can
be skipped over if a coder is not paying attention. This reduces that
risk.