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masterfixes
10
Commits
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f7d6a97cb8 |
Removes the Justice mech (#92486)
## About The Pull Request Removes the Justice mech from the game, including its sprites and some of the associated code. Leaves some sprites, effects and sounds in case anyone wants to reuse them for something else. If the maintainers prefer that the mech should remain in the game, but as an admin-only spawn, I will do so. ## Why It's Good For The Game This mech has been under fire recently because of it being way too overtuned, which I think has mainly to do with trying to cram a lot of unusual things for a mech, such as stealth and melee focus, into the same package. Aditionally, I don't really like the flavor at all, being a blatant reference to another unrelated game. If both the ralsei plush and jevil mask have been removed, I feel like a similar standard should be applied here. Finally, this opens up the posibility for someone else to try a new idea on some of the concepts present on Justice's current iteration, such as making a melee-focused mech. ## Changelog 🆑 del: The Justice mech has been removed. /🆑 |
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7589c68046 |
Adds the exosuit ablative insulation module. A module that protects a mech from energy attacks and their wires from EMPs. But makes it weaker to ballistics and melee weapons. Adds a special version for nukie mechs. (#90845)
<!-- 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 Adds the Ablative Insulation. A type of mech armor. The armor module protects the mech from energy weapons (such as thermal pistols), and also protects the wires from EMPs (only the wires, not the mech itself). However, it makes it weaker against melee and ballistic weapons. The Dark Gygax and Mauler both obtain a version of this module as part of their default loadout that does not have any disadvantages against melee and ballistic weapons. ## Why It's Good For The Game This is a complimentary PR to this one. https://github.com/tgstation/tgstation/pull/90830 Wire scrambling for mechs is an extremely irritable system, but it does force mech pilots out of the mech to repair some of the effects attached. or at least to a standstill. This can often feel a bit like a knowledge check to resolve for some pilots, since the optimal solutions for this typically involve pulsing the wires in some way, utilizing assemblies like voice analyzers, circuits or signalers. While I would like a more obvious way for pilots to resolve these problems without having to set up signal networks, I do think it should come at some expense in other defenses so that it isn't such a catchall solution compared to the other armor booster modules. There would otherwise be no reason not to use this armor booster if there was no downside, since it completely negates a weakness. Therefore, we're aiming for a slight upside/downside exchange. You get a very good upside, but you now need to compensate for weaker defenses elsewhere (such as risking internal damage effects due to lower armor, see this PR https://github.com/tgstation/tgstation/pull/90844) We've given nuclear operatives an improved version because their mechs are A) expensive as shit, and B) meant to be a huge all-in but have suffered immensely from many years of refactors, rebalances and gear availability changes that definitely have left them underperforming for their promised value. I would much rather nuclear operative mechs feel like they are less beholden to the weaknesses that crew mechs need to contend with if only because they exist for what might be a fraction of the time, if they are even spawned at all due to their price. ## 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: Adds the Exosuit Ablative Insulation armor booster module. Protects the mech from energy-based attacks and its wires from EMPs (only the wires, not the mech). However, the armor booster makes the mech weaker to ballistic and melee weapons. add: The Dark Gygax and Mauler now come pre-packaged with a special version that has no weakness to ballistic and melee weapons. /🆑 <!-- 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. --> |
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15247f28f1 |
Arcmines The Clarke Exosuit + Tech node changes. (#87936)
## About The Pull Request The Clarke Exosuit has received several adjustments to make it worth using in the Arcmining era. - Clarke no longer requires gold bars to be built. - HP bumped from 200 to 250, melee armor bumped from 20 to 40. - Clarke Ore storage module can now collect boulders and smelt them internally. - Exo mining scanners can now be used in proximity to a vent to start the wave defense event. - Mech Pkas now do more damage and have the AOE upgrade preinstalled. - Mech drills are now a utility module rather than a weapon. - New Internal module unique to the Clarke, It's a rusty sleeper that can be used to recover dead miners, but lacks the ability to inject chems - Fixed Mech sleepers not granting life support. - Plasma cutters and Bluespace satchels tech nodes are no longer locked behind experiments, but they are now discounted by them. ## Why It's Good For The Game Ever since the inception of Arcmining, the Clarke Exosuit has fallen from being niche to straight up irrelevant. The Clarke sits in this weird spot, where, while not being roundstart available, it is an effectively worse fit than your regular Shaft Miner in all aspects of the job. This PR aims to address this by making The Clarke able to be built even if the miners are absent or haven't secured a haul, while making it actually capable of interacting with the new elements introduced by Arcmining. **Arcmining Clarke and Improved Combat functionality** The Mech mining scanner can now be used to trigger the vent wave defense, The internal storage module can now collect boulders and internally smelt them within the Clarke. Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o The Clarke is now a more capable fighter on Lavaland, being a bit beefier overall. The mech Pka was also in dire need of some love. It being unable to be upgraded made it frankly underwhelming at dealing with Vent defences. I was considering just having PkA upgrades applicable to the mech itself but ultimately decided against it in fear of having it become a problem on the station. Instead, I just went for a flat damage increase and have the AOE upgrade come preinstalled to better deal with legion swarms. Lastly The drill modules have been reworked to be utility modules instead of weapons. Frankly these shouldn't be weapons, they are nowhere near as valuable as the cutter or the PKA and can't be used at all on moving targets due to the long cost time. **New Clarke Exclusive Internal Module: Mining Sleeper**  Just a bit of extra functionality to aid miners that have tragically fallen, this sleeper is effectively a worse version of the Odysseus, it can stabilize patients but cannot inject chems, I also fixed an issue where Mech sleepers were not putting patients on life support like regular sleepers do. **Tech Node Changes** This is not something super related to the Clarke in and on itself, but I figured I might push my luck and try these anyway. There is just no good reason as to why satchels and cutters should be hard locked behind gas shells. These experiments are fairly trivial, but have a huge impact on lowpop as they usually force people to break into ordinance or the teleporter room just so miners could get their basic tools. The shells still exist but now grant a discount instead of hardlocking tech, so there's still an incentive to do them. ROCK AND STONE! ## Changelog 🆑 add: New internal sleeper module for the Clarke. balance: Clarke Integrity has been bumped from 200 to 250 HP, melee armor bumped from 20 to 40. balance: Exo mining module can now be used to scan vents and begin the wave defense event. balance: The Clarke Ore Storage Module can now collect boulders and internally smelt them. balance: Mech Pka is now bundled within the Clarke tech node, it now does more damage and comes with the AOE upgrade preinstalled. balance: Exo mining drills are now a utility module rather than a weapon. balance: Applied Bluespace Research and Controlled Plasma tech nodes are no longer hardlocked behind surveys, they instead favor from a discount if they are completed. fix: Fixes Exo Mech modules not granting life support to housed patients. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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14ed7f5abb |
Automated announcement systems now announce researched nodes. (#86093)
## About The Pull Request The idea was born from a small conversation about bepis nodes having low visibility, which somehow degressed into the idea of announcing researched nodes to the channels of the interested departments thru the announcement system machine, which is what I'm doing here, while also adding documentation, defines and purging some, not all, instances of camel cases from announcement_system.dm. Oh, by the by, like the arrival and new head arrival messages, it can be customized or disabled by interacting with the announcement system. ## Why It's Good For The Game I think it's helpful to let players know when the research of their dept is researched, and I think it's kinda interesting to announce bepis tech on common like it's some hot stuff while it actually isn't just because it's often missed out and miscellaneous. ## Changelog 🆑 add: Automated announcement systems now announce researched nodes to their respective departments. You can stop this by either disabling the announcement systems or by using a multitool on the circuitboard of the console you're researching nodes from. /🆑 |
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a24c890037 |
Ordnance experiments tweaks [NO GBP] (#85680)
## About The Pull Request More techweb feedback processing. 1. NT frontier app is much more useful and the partners give discounts for big nodes. Now you can accelerate the research a lot if you focus on NT frontier. Find [green text in the tree](https://www.figma.com/board/IhOqYfG5XFBxcgaRSprWzK/Tech-New?node-id=0-1&t=uDMlvA6QcXgz6umU-1) to see which nodes can have full discounts. 2. Roboticists now have access to ordnance to be able to work on gas shells for faster mech weapon unlocks 3. BZ shell was rarely performed on LRP servers due to people not knowing that you can easily make BZ in a portable pump, so it is no longer a required experiment on the path to experimental tools and a discount experiment for exp tools instead 4. Cytology experiment is a discount one to ease the path to Genetics node 5. Cryostasis prerequisite got removed by accident in one of the techweb tweaks 6. Atmos techs can download NT frontier and build compressor board in engi imprinter ## Why It's Good For The Game Balancing the tree out according to the player's behaviour. ## Changelog 🆑 balance: TechWeb: NT Frontier partners now give full discounts for many high tier nodes, corresponding to the partner theme, instead of partial discounts for random nodes qol: Atmos techs can download NT frontier and build compressor board in engi imprinter balance: Roboticists now always have ordnance access for the discount experiments they need balance: TechWeb: BZ shell is now a discount experiment for experimental tools instead of required exp for fusion balance: TechWeb: Noblium shell is a discount experiment for RCD upgrades instead of exp tools discount balance: TechWeb: Vat-grown slime scan is a discount experiment instead of required one fix: TechWeb: Cryostasis node properly requires advanced medbay equipment as it should /🆑 |
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b30faed7ab |
The techweb no longer erroneously refers to MODsuits as exosuits (#84800)
## About The Pull Request At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. ## Why It's Good For The Game The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. ## Changelog 🆑 spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /🆑 |
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0cb6e7f354 |
More techweb tweaks [NO GBP] (#84574)
## About The Pull Request More QoL tweaks and rebalance towards easier unlocking of high tier nodes by doing discount experiments. ## Why It's Good For The Game More ways to unlock desired nodes. ## Changelog 🆑 balance: Techweb: High yield explosive is now a discount experiment for Exotic Ammo node, giving more free points balance: Techweb: Replaced the botany/xenobio discount experiments with a new mutant scan experiment for the Gene Engineering node balance: Techweb: Damaged mech scan is a discount experiment for tier 4 Mech Energy Guns node, giving twice more free points balance: Techweb: Added a new anomaly scan experiment that gives full discount for the Advanced Anomaly Shells, also moving the node to tier 5 balance: Techweb: Moved mech RCD to the Experimental Tools node balance: Techweb: Moved handcuffs to T2 security node, leaving only zipties in T1 balance: Techweb: Non-human Autopsy is a discount experiment instead of a required one now balance: Techweb: Parts scan experiments require 6 machines instead of 4 del: Techweb: Removed the New Toys node moving contents to sec and medbay trees qol: Made air horn craftable from a spraycan and a bikehorn qol: Techweb: Better wording on the slime scan experiment /🆑 |
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82f92cb983 |
New Traitor mech: Justice. (#84097)
## About The Pull Request Adds new mech that can be created from emaged fabricator. To craft this mech you need: 1. Emag Fabricator to recive Justice disgine(done this, fabricator will emit a text and sound signal that can reveal you). 2. You need to craft it like any other mech but you also need 8 telecrystals to finish constraction. 3. To board a mech you need syndicate access (traitor can get it by purchasing an agent card). About Mech: Video: https://youtu.be/QwJfO_lbLK0 Text: Health 200 Damage 60 Only melee attacks(can't attach range weapons(can't attach anything in his arms at all)) Block chanse 60 Speed - in safty mode 2.5 in combat mode 4.5 Attack effects: In addition to damage, it has a 50 percent chance of cutting off an arm or leg (does not put you to sleep or give a knockdown effect when hit like regular combat mechs do). If a target in crit or stun makes a finishing attack instead of a regular attack, the mech says an epic phrase and after a second cuts off the target's head by dashing through the target. Special actions(can't be used if mech in safty mode): Invisability - Makes the mech invisible for 20 seconds. If the mech is pushed or collides with someone or if the pilot presses the invisibility button again, the mech will no longer be invisible and will go into a 5 second cooldown (the same will happen after 20 seconds). If you attack in invisibility, then instead of a normal attack the mech will make an AoE 3x3 attack 1 second after pressing (the attack will be accompanied by a sound and visual effect and for a second the mech will not be able to move, which gives enemies time to run away from the attack). Upon completion AoE attack, everyone( except peoples in crit and in stunned condition) in a 3x3 radius will receive 35 damage and a 25 chance of having one of their limbs cut off. Charge Attack - Mech makes a dash towards the cursor at a distance of up to 7 cells, breaking all obstacles in its path. If the obstacle is a living person (and he is not in crit and is not stunned) then he will receive 35 damage and a 25 chance of cutting off a limb. Cooldown 5 Seconds. P.S. Also added emag_act on fabricator so you can put any new secret traitor mechs on it. Also made the sounds of mech melee attacks to vars so that it would be more convenient to change them. Also fix a runtime error where if you set something in the mech's max_equip_by_category to 0, the mech UI panel doesn't load. ## Why It's Good For The Game Adds a traitor mech with fun and interesting mechanics. This is a new mech with new unique abilities that turns the battle with you into a boss fight. ## Changelog 🆑 add: New traitor mech: Justice. Emag fabricator to get it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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d59f5ad806 |
Techweb nodes DEFINED & bug fix (#84177)
## About The Pull Request 1. Techweb strings are now defined in `code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev 2. All places that used those strings have been updated with the definitions as well. 3. `code/modules/research/ordnance/scipaper_partner.dm` had some old boosted ids, they have been updated as well along with their values. ## Why It's Good For The Game fixes #84153 - I found this through a runtime, but basically the boosted nodes missed unit test checks. Having them defined should in future ensure that any changes to them alert the maintainers. This will help in furthur modularizing the code. - As for the nodes themselves, I have put the exact nodes as much as possible so they dont differ much from previous gameplay and how they worked. Researched nodes that used to give points to those experiments, will continue to do so, but albeit at a slower rate. This is because the research point generation rate overall now has been increased. ## Changelog 🆑 ShizCalev, SpaceLove refactor: Techweb strings are defined now so to maintain modularity balance: Research papers will have less overall point generation. /🆑 --------- Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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5f36ef1d6e |
New Tech Tree (#84024)
## About The Pull Request Reshuffles the tech tree nodes, adding reagent purity and cybernetic organ scan experiments. The total point requirements barely changed. Made the discount experiments unlock nodes for free, instead of providing partial discounts, to provide more incentive to actually do them. Also devided all points by the amount generated per second, for convenience. Now points correspond to seconds. <details> <summary>New tech tree</summary> <img width="4320" alt="Tech New" src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6"> </details> ## Why It's Good For The Game - Breaks bloated general nodes into more specialized nodes, making the tree more balanced - Combines scattered nodes dedicated to a single design into specialized nodes, reducing the number of nodes - Reshuffles the unlocks within specialized tree to adjust progression on some trees to follow the idead: Cheap nodes first, then nodes that require experiments or nodes of neighbouring trees, then expensive nodes with end-game tech. - You no longer need a dissection experiment to unlock a microwave, every experiment is relevant to the tree unlocked by it - With specialized nodes, it is easier to pick a node for the new things that people add - Better foundation for potential per-department point system. It will be easier to put it on top of a cleaner tree - The nodes are separated in tiers, with progressively increasing costs, so that early tech is cheap and easy to research with just points, but later tech is more expensive, making the discount experiments for those more likely to be performed. ## Changelog 🆑 balance: Reshuffled tech tree, making nodes more specialized qol: Research points devided by the amount generated per second, so now research points correspond to seconds add: Introduced reagent purity scan experiments (required for Cryostasis node) add: Introduced synthetic organ scan experiment (required for top tier cyber organs) add: Added a variant of machinery scan experiment that accepts any machines with upgraded parts (required for tier 3 parts) del: Removed material scanning experiments from the tech tree /🆑 |