## About The Pull Request
This PR adds Jet Boots, a new pair of footwear that can be purchased
from cargo as an import item.
Jet boots share behavior with their parent, the rocket boots, featuring
the long range jet dash that already comes with rocket boots, though
this differs from the jump boot's dash due to being a shorter distance
as well as being far less safe as a result.
The main draw for this item is that it has a toggle action to enable
sustained jet flight. That sustained flight behaves the same as a flight
potions, offering the ability to fly over tables, as well as a passive
movement when applied. One issue with these boots, matching flight with
wings, is that you need to be in suitable atmosphere in order to be able
to propel yourself. An additional restriction is that due to your
propulsion being based on your shoes, being leg-cuffed (such as from
bolas or bear-traps) will prevent you from being able to fly.
One pair of Jet Boots requires **40,000 credits**.
### Minor things
In adding this, most of the code was applied from the existing logic
already used for mob flight and the flight organs. Considering this is
like, the 3rd thing that has consistent flight behavior(?) I'm tempted
to try and refactor it into a component, but in the interest of being
somewhat lazy I held off for this moment. I could be easily convinced to
do so, however.
These boots arrive via a gold crate. They sell for the same amount, but
the only way to let us do that was to tweak the gold crate code so that
they're not hardcoded to always arrive with gold bars and the champion's
belt. As such, there's an update map's script attached to this PR to
move existing gold crate subtypes to a "stocked" variant.
<img width="336" height="224" alt="image"
src="https://github.com/user-attachments/assets/1209e6d8-0ccb-411f-b5f6-56a808709911"
/>
## Why It's Good For The Game
The last few weeks I've kinda challenged myself with the following
question and began working backwards: "What should cargo be able to buy
for 40,000 credits?". I mulled over a few ideas, including being able to
drop in map templates onto the station, additional cargo shuttle
upgrades (In the vein of the atmos refill upgrade from my last PR), etc.
I decided on trying and making something that is inherently a selfish
purchase. Not quite to the level of buying a cargo shuttle that kills
the entire crew, but the kind that makes you think "Oh my god, cargo
just blew their entire budget on a pair of shoes".
That said, offering players flight is a rare, and expensive upgrade,
based on the fact that flight potions and the like are similarly a rare
upgrade. The alternative, training and breeding a raptor capable of
flight, is also already in cargo's domain, but typically reserved for
shaft mining use. The main give here is that in exchange for flight,
it's still bound to an item. Someone can still murder you for your
shoes, or stun you and take them off your body, especially with the
increased stun multiplier while in propelled flight.
## Changelog
🆑
add: Cargo may now purchase jet boots, boots that enable sustained
flight, for 40,000 credits via the imports section.
/🆑
## About The Pull Request
The original jingles werent ours to use.
https://file.house/f/BvbXenbCnFfCtVkxbVKEuxW51EY8xgkJkP1dWuPemn4=.mp4
Also does the following to the tram movement sound:
1. It uses sound tokens now (means it updates with movement)
2. It has longer range
3. It no longer has a long end noise
## Changelog
🆑 CabinetOnFire
sound: replaces tram jingles
sound: improves tram movement audio
/🆑
## About The Pull Request
This PR is a ~one line adjustment to a boolean variable
(`pressure_affected`)~ three line adjustment to three booleans
(`pressure_affected`, `reserve_random_channel`, and `use_sound_tokens`)
on the soundloop used for thematic waltz music by ascended Void
heretics. I presume this soundloop should not be affected by atmospheric
pressure.
According to Git blame, this particular soundloop has remained
relatively unchanged since its introduction in PR #54252 by @Djiq.
## Why It's Good For The Game
This seems like an oversight given that an ascended Void heretic will
tend to depressurize any area they linger in.
The loop is also mostly unheard on account of its length. Sound tokens
may fix that.
## Changelog
🆑
fix: The music emitted by ascended Void heretics is no longer affected
by pressure (or more likely the lack thereof).
/🆑
## 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
This PR makes a few changes:
1. It makes audio respect max_range correctly. Due to the way we used
fall-off before, we would often get sounds that ended up going below 3
volume, due to an earlier PR, we made any sound below 3 volume not play.
This meant that if you had a sound wiht a max_range of 17, it would not
even play beyond 15~ range.
This change makes it so there's a min volume of 3 (changeable per
playsound use, but I havnt changed the default anywhere), and falloff
caps at this volume. This makes it so we always play at max_range still.
I reduced default sound range to 15 to compensate for this, which is
roughly what the distance would have been in the old system.
The sound curve now looks like this:
<img width="1322" height="861" alt="image"
src="https://github.com/user-attachments/assets/c11a02e7-877c-4467-bb10-129b3f59188b"
/>
The second change is that instead of using chebyshev distance, we now
use euclidean distance to determine the volume of sound.
The reason for this is that chebyshev distance does not respect
diagonals, which means a lot of tiles are treated as the same distance
which makes them sound the exact same too.
<img width="800" height="600" alt="image"
src="https://github.com/user-attachments/assets/b5e40f12-619a-42ad-94fb-85e7fef58adb"
/>
With Euclidean distance, we use the literal distance for diagonals,
which results in much more accurate falloff, and means you notice
falloff much better when walking past something
<img width="252" height="251" alt="image"
src="https://github.com/user-attachments/assets/a9bd5255-9207-4775-b3fb-1b8ca8a63bd3"
/>
BEFORE:
https://github.com/user-attachments/assets/1c327557-283c-49fc-9231-8425a29f7a83
AFTER:
https://github.com/user-attachments/assets/e7f88409-c2fc-4ba8-8dd9-3e23b2eec5c2
## Why It's Good For The Game
makes falloff more accurate to your position, which to me sounds better.
also it makes max_range actually do what it says; be the range at which
you can hear the sound.
## Changelog
🆑 CabinetOnFire
sound: Sound now makes use of euclidean distance for falloff
code: max_range on playsound now ensures the sound is audible up to that
range.
/🆑
## About The Pull Request
This pull request implements sound tokens, based on the implementation
by Kapu at https://github.com/DaedalusDock/daedalusdock/pull/1379
I've taken that implementation and extended it to looping_sounds,
allowing us to have spatial audio that updates much more nicely when
players walk closer. This system also lets players that walk into range
after the sound has started playing to also hear the sound, before if
you missed the sound, you would never hear it. This is particularly
noticeable with long sounds (Which is lame!)
**VIDEOS**:
griddle:
https://streamable.com/v7ayqm
engineering / SM:
https://streamable.com/5lr1oj
The system essentially sends the sound to every client, and changes the
volume based on distance to the sound. There are some performance
concerns here, so we will need to testmerge this and see how impactful
it is. It is in a subsystem though, so there is some limit to the amount
of cpu it will use. Do keep this in mind when watching the videos; it
will probably not be AS responsive as in there.
I've also changed how intense our fall-off is, making sounds lose their
volume slower. Before taking one step away from a 50 volume sound would
make it 18 volume, this is way too big of a drop and it became
particularly jarring with the changes in this PR.
Some sounds might be too long range now, but I think we should just
reduce the max range of those sounds as we were basically playing them
at <5 volume after 10 tiles, at which point we should maybe just reduce
the range a bit since at those volumes theyre really not audible.
**OLD FALLOFF;** note the MASSIVE drop from 1 tile to 2 tiles
<img width="1416" height="897" alt="image"
src="https://github.com/user-attachments/assets/805b270e-6aa5-4e84-868e-39585966f0a4"
/>
**NEW FALLOFF:**
<img width="1418" height="905" alt="image"
src="https://github.com/user-attachments/assets/eabbd592-ae9c-4690-8945-fbd0b4f6614f"
/>
Also tweaked a few looping sounds (deep-fryer in particular got some
clean-up, as its mid-length was way too short for the sounds and it had
a double-definition)
## Why It's Good For The Game
This system allows us to have a richer audio experience, I really don't
like how choppy our looping sounds are, especially in some areas where
you hear them a lot (kitchen and engineering)
## Changelog
🆑 CabinetOnFire, Kapu
sound: Changed our falloff to be less intense, as it was punching volume
down way too fast.
refactor: Implements a system for spatial audio to improve our looping
sounds
/🆑
---------
Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Collapses fire alarm sound bytes to mono. Cleans up a high register
artefact from the collapse of stereo to mono sound.
## Why It's Good For The Game
Sounds played in world should not be stereo files.
## Changelog
🆑
sound: fire alarms are no longer stereo files condensed to mono at
runtime
/🆑
## About The Pull Request
Primarily adds a loop to moisture traps which is mostly silence,
interrupted by the solemn sound of a water droplet falling. Just like
the sprite be doing, y'know?
I decided to make it a simple loop, instead of doing a little extra and
setting that sprite animation up to play only when the sound effect
plays, as I'd have to make moisture traps process to call `flick` - and
I wasn't sure if that's worth it.
The sound effect is from:
https://freesound.org/people/mattfinarelli/sounds/533146/
## Why It's Good For The Game
Adds just a drop of ambience to the maintenance shafts.
## Changelog
🆑
sound: Added more atmospheric sounds to moisture traps
/🆑
## About The Pull Request
There was a few things going on here
- The prox monitor for elevators didn't need to be the advanced subtype,
and that was actually breaking it because for some reason with a range
of 1 `field_turfs` only includes the center turf and there are no
`edge_turfs`, meaning the check to not overlap music if you're already
in range wouldn't work and music would start every step except the
middle
- The looping_sound subtype for elevator music had `sound_channel`
already set but the `New` code for looping_sound also has a
sound_channel arg and didn't check if one has actually been passed
before setting it, so sound_channel was being overwritten with null and
thus the music would not stop when you exited the elevator zone
## Why It's Good For The Game
Fixes#92623Fixes#88261https://github.com/user-attachments/assets/e5a2f736-bf68-430a-a3bc-070482e9b68e
## Changelog
🆑
fix: fixed elevator music starting every time you took a step
fix: fixed elevator music not stopping when you left the elevator
/🆑
## About The Pull Request
Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.
For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
Code by Me, @Xander3359 and @Arturlang
TGUI by @Arturlang
Sprites by OrcaCora and GregorDM
Writing bits by @necromanceranne
### Core changes
- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).
- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).
- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.
- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).
- Path specific robes have been introduced! They come with their own set
of quirks.
- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.
- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.
- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).
- Ascension now automatically calls the shuttle with no possibility of a
recall.
- Late join Heretic has been removed.
### New UI
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>
### Knowledge shop
<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>
### Quality of life //General balance changes
- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).
- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.
- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.
- Codex Cicatrix no longer requires a special pen to be made.
### Passive abilities
- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.
- Crafting your first set of Eldritch robes will bump your passive to
level 2.
- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"
- Completing the ritual of knowledge or ascending will net you the final
level.
### Path Specific Robes
- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.
- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.
- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)
- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.
### Moon Path Rework
Moon path rework.
Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.
**Cosmic Path Rework**
Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.
Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.
As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.
lastly The Star Gazer is now ghost controlled ; And they shoot lazers!
<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>
## Why It's Good For The Game
### Ok...but why do we want this?
Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".
### Cross Pathing my beloathed.
Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.
Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.
My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.
If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.
Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.
### Blade Breaking
I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.
## Less versatile, more specialized paths.
By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.
It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.
Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.
### What a horrible night to have a curse...., wait how do I curse
people again?
As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.
Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.
Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.
The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.
Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.
## Drip Of the Mansus
The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.
By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.
It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.
A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.
### Will this be 100% fair and balanced?
This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).
What I will say is that I'm not trying to change the core identity of
Heretic.
Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.
But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
## About The Pull Request

Resprites:
Tesla Cannon
Tesla Cannon crafting kit
### New SFX / VFX
The tesla cannon now uses a new type of beam effect that randomly picks
sprite variants for each segment instead of a tracer.
This makes the arc look more dynamic and less distorted.
Autofire guns can now choose to use a looping sound datum when firing.

#### Balance changes
The tesla cannon must now have its stock unfolded before firing, this
takes 1.5 seconds and makes the gun bulky.
It is still normal sized when folded, and folding it is instant.
### Bug fixes
Fixed a bug where looping_sound.stop() would fail to stop sounds.
The tesla cannon is an incredibly powerfu
## Why It's Good For The Game
### My reasons for respriting
The old sprite was not bad, by all means but I had a few gripes with it.
* The old sprite does not incorporate the flux anomaly yellow colour.
* The old sprite looks a bit much like a real, professionally produced
sci-fi weapon,
* The old sprite looks pretty small for such a ultra high dps full auto
weapon.
* The old inhand is quite indistinct for something that can game end you
in like one second.
### My design
I think that anomaly items should be very mad science coded and, since
anomaly science is by definition a poorly studied field, they should
look more like prototypes created by a scientist rather than something
professionally made in a factory.
## Changelog
🆑
image: The tesla cannon has new sprites.
image: The tesla parts kit has new sprites.
image: The tesla cannon has a new shocking beam effect when firing.
sound: The tesla cannon has new sounds.
balance: The tesla cannon must now be unfolded to fire.
fix: looping sounds now stop playing sounds when commaned to do so.
/🆑
## About The Pull Request

Resprites:
Tesla Cannon
Tesla Cannon crafting kit
### New SFX / VFX
The tesla cannon now uses a new type of beam effect that randomly picks
sprite variants for each segment instead of a tracer.
This makes the arc look more dynamic and less distorted.
Autofire guns can now choose to use a looping sound datum when firing.

#### Balance changes
The tesla cannon must now have its stock unfolded before firing, this
takes 1.5 seconds and makes the gun bulky.
It is still normal sized when folded, and folding it is instant.
### Bug fixes
Fixed a bug where looping_sound.stop() would fail to stop sounds.
The tesla cannon is an incredibly powerfu
## Why It's Good For The Game
### My reasons for respriting
The old sprite was not bad, by all means but I had a few gripes with it.
* The old sprite does not incorporate the flux anomaly yellow colour.
* The old sprite looks a bit much like a real, professionally produced
sci-fi weapon,
* The old sprite looks pretty small for such a ultra high dps full auto
weapon.
* The old inhand is quite indistinct for something that can game end you
in like one second.
### My design
I think that anomaly items should be very mad science coded and, since
anomaly science is by definition a poorly studied field, they should
look more like prototypes created by a scientist rather than something
professionally made in a factory.
## Changelog
🆑
image: The tesla cannon has new sprites.
image: The tesla parts kit has new sprites.
image: The tesla cannon has a new shocking beam effect when firing.
sound: The tesla cannon has new sounds.
balance: The tesla cannon must now be unfolded to fire.
fix: looping sounds now stop playing sounds when commaned to do so.
/🆑
Introducing more weather types! And yes, you can now have rain be
reagent based!
<details>
<summary>Regular Rain</summary>

</details>
<details>
<summary>Blood Rain</summary>

</details>
<details>
<summary>Acid Rain</summary>

</details>
You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.
Did I mention... there is thunder?
<details>
<summary>Thunder Strikes</summary>

</details>
<details>
<summary>Sand Storms</summary>

</details>
Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms
Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222
---
- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0
The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.
More weather customization!
🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
##### Disclaimer - Some of the code/icons/sounds were ported from TMGC.
Introducing more weather types! And yes, you can now have rain be
reagent based!
<details>
<summary>Regular Rain</summary>

</details>
<details>
<summary>Blood Rain</summary>

</details>
<details>
<summary>Acid Rain</summary>

</details>
You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.
Did I mention... there is thunder?
<details>
<summary>Thunder Strikes</summary>

</details>
<details>
<summary>Sand Storms</summary>

</details>
Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms
Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222
---
#### Attribution
- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0
The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.
## Why It's Good For The Game
More weather customization!
## Changelog
🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
- This sound was lower than the min

- Mechanical surgery seemed to cause a `null` preop sound runtime. This
fix might be silencing a runtime, I'll have to look closer.
- And `rustle_sound` could be `null`. I think this is actually a
mistake, and the correct way to mute rustling is `do_rustle = FALSE`,
but I feel like we could just delete that var and let people dictate it
by setting it to `null` or not? For a follow up PR nevertheless
## Changelog
🆑 Melbert
fix: You can hear looping computer sounds again
/🆑
## About The Pull Request
Unfortunately, the sound only plays when you're outside, under the
storm. I would love for it to play when you're near a window or
something, but that would vastly over-complicate things. Maybe later.
https://github.com/user-attachments/assets/6ca4bdb8-b1da-4644-bb71-6ca18cf3daec
## Why It's Good For The Game
Some free immersion. And in particular in the dark sometimes I don't
notice a snowstorm is raging so it adds some nice feedback.
## Changelog
🆑 Melbert
sound: Snowstorms now have sounds associated.
/🆑
## About The Pull Request
- This sound was lower than the min

- Mechanical surgery seemed to cause a `null` preop sound runtime. This
fix might be silencing a runtime, I'll have to look closer.
- And `rustle_sound` could be `null`. I think this is actually a
mistake, and the correct way to mute rustling is `do_rustle = FALSE`,
but I feel like we could just delete that var and let people dictate it
by setting it to `null` or not? For a follow up PR nevertheless
## Changelog
🆑 Melbert
fix: You can hear looping computer sounds again
/🆑
## About The Pull Request
Unfortunately, the sound only plays when you're outside, under the
storm. I would love for it to play when you're near a window or
something, but that would vastly over-complicate things. Maybe later.
https://github.com/user-attachments/assets/6ca4bdb8-b1da-4644-bb71-6ca18cf3daec
## Why It's Good For The Game
Some free immersion. And in particular in the dark sometimes I don't
notice a snowstorm is raging so it adds some nice feedback.
## Changelog
🆑 Melbert
sound: Snowstorms now have sounds associated.
/🆑
## About The Pull Request
This applies the `SECONDS` defines to all the looping sounds time
variables.
## Why It's Good For The Game
N/A
## Changelog
🆑
code: Add `SECONDS` defines to looping sounds time variables
/🆑
## About The Pull Request
- it doesn't ignore walls
https://github.com/user-attachments/assets/fa4d010b-cee4-455a-a3c8-43e6839ab596
## Why It's Good For The Game
I think it's very atmospheric and helps hammer in the idea that
changelings are horrific monsters
## Changelog
🆑 grungussuss
sound: changelings now have a sound for absorbing
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
`mid_sounds = list('sound/machines/computer/computer_mid1.ogg' = 1,
'sound/machines/computer/computer_mid2.ogg' = 1)`
These actually don't play if you don't set the value to 1
- added a disclaimer on this
## No one noticed this!!
## Changelog
🆑 grungussuss
fix: after 4 years, computer sound loop now works properly
/🆑
## About The Pull Request
Sounds made by me and edited by Beeblie
- reduced volume of the looping sound from 12 to 7
- removed previous breathing sound
- added 8 variants of breathing
- put more time between the sounds in the loop
- enabled vary
https://github.com/user-attachments/assets/60e5c034-5656-49a9-8bd7-8390ac97e6ac
## Why It's Good For The Game
Previously there was only one sound which very quickly got repetetive,
having 8 different sounds (even if they're largely similar) should help
cut down on the ear fatigue.
## Changelog
🆑 grungussuss and Beeblie
sound: internals breathing sound has received more variance and had its
volume reduced
/🆑
## About The Pull Request
Closes#84809
Direct set in type was overriden by soundloop's constructor, which
resulted in sound being played for everyone around the player at default
volume/range settings. Now it properly respects your pref and doesnt
play to others
## Changelog
🆑
fix: Other mobs no longer hear your breathing
/🆑
## About The Pull Request
Spess men will now hear their own breathing while using internals, most
noticeable while on space. It's low enough that it shouldn't affect
anything normally, and only the person with internals can hear it.
If you have misophonia or for some other reason dislike the sound, it
can also be toggled off in the game settings.
## Why It's Good For The Game
It truly makes you FEEL like you're breathing via a mask connected with
an oxygen tank. It also, potentially, can remind you that your internals
are on when it's not needed.
## Changelog
🆑 DATA_, with sounds made by Beebblie
sound: You will now be able to hear your muffled breathing while using
internals. This can be turned off in the game settings.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
In honor of the new sound effects general
https://github.com/tgstation/tgstation/assets/51863163/b2db8ee1-51ef-45a8-9cc8-31594d034ea5
Adds a sound effect that plays when soup is boiling (IE, it only plays
when smoke appears over the soup pot)
It has a sharp falloff and a distance penalty so it will really only be
heard in the kitchen (or though the kitchen's walls), maps with ranges
close to the counter like Metastation notwithstanding.
## Why It's Good For The Game
A touch of atmosphere
## Changelog
🆑 Melbert
sound: Boiling soup now makes a sound.
/🆑
## About The Pull Request
Halves the volume of sound produced by the gravity generator. This is
done code-side and no change is made to the sound files.
Apparently my tasteful composition of retro futuristic jetsons optimism
juxtaposed with an underlying commentary on the costs associated with
said optimistic attitude(see #83517) was lost on the end users of the
/tg/station project. It has never been as clear to me that my HUGE
FUCKING BRAIN with IQ of more than yours is wasted on the /tg/station
project. Yet, my immense intellect is rivaled only by my nigh saintly
mercy, and thus i have deigned to give you this one line pr.
This is untested code.
## Why It's Good For The Game
People who claim to play the game report that the gravity generator is
still too loud.
## Changelog
🆑
sound: The volume of the gravity generator has been halved
/🆑
## About The Pull Request
adds a new weapon to mining, the grapple gun. this weapon is a new fun
way to traverse lavaland, it lets u grapple onto things and ziplines u
towards them.
https://github.com/tgstation/tgstation/assets/138636438/5e935776-1482-4994-bcc7-e1ca7fcf33dc
while its less practical than things like the spinning mining modsuit
module, or xenobio wings, its still very fun to use.
u can also use this as a weapon against mobs! (like batman)
the zipline will launch u towards the mob, doing some damage to them and
launching them back
https://github.com/tgstation/tgstation/assets/138636438/3bf77fe5-4ed1-4153-8673-a0786ecee98f
## Why It's Good For The Game
adds a new fun harmless way to travel through mining biomes
## Changelog
🆑
add: miners can now purchase grapple guns
/🆑
## About The Pull Request
This pull request adds a new path.
The cross path is between ash and lock.
Credit to Fury McFlurry for the following sprites:
ring_leader_effect
The path goes as follows:
Moonlight Troupe
Grasp of Lunacy
Smile of the moon
> Sidepaths:
Mind Gate
Ashen Eyes
Mark of Moon
Ritual of Knowledge
Lunar Parade
Moonlight Amulette
> Sidepaths:
Curse of Paralasys
Unfathomable Curio
Unsealed Arts
Moonlight blade
Ringleaders Rise
> Sidepaths:
Ashen Ritual
Last Act
Moonlight Troupe:
The first knowledge of path of moon, lets you make Lunar Blades with 2
iron and a knife
Grasp of Lunacy:
The grasp of this path hides your name for 15 seconds after use, but
more importantly it causes the person hit with the grasp
to hallucinate everyone as indistinct human like figures.
Smile of the Moon:
A pointed spell that causes temporary blinding, muting, deafening and
confusing on the person its targeted at, these effects
last longer the less sanity your victim has.
https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63
Mindgate:
Lock-Moon. This spell causes you and your victim brain damage, the
victim also suffers a short amount of hallucinations
and also 20 oxyloss.
https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9
Mark of Moon:
When applied this paths mark pacifies the victim and they remain
pacifist until attacked or until the mark is detonated, when
detonated the victim is left confused.
https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7
Lunar Parade:
A spell that sends out a projectile that causes people hit by it to
follow the projectile whilst being unable to move. The
projectile also bounces around and is really useful to get people off
your back during chases.
https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b
Unfathomable Curio:
Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt
that can hold blades and items for rituals. Whilst worn
will also veil the heretic, allowing them to take 1 hit without
suffering damage, this veil will recharge quickly outside of
combat. If examined the examiner suffers brain damage and temporary
brain damage, and if a non-heretic uses it once the shield is damaged
the non-heretic user suffers massive brain damage and a permanent
uncurbable brain trauma. Lock-moon
Unsealed Arts:
Allows you to transmute a canvas and an additional item to create a
piece of art, these paintings have different effects depending on the
additional item added. Lock-moon
Possible paintings:
The sister and He Who Wept:
Additional atoms: Eyes.
When a non-heretic looks at the painting they will begin to hallucinate
everyone as heretics.
The First Desire:
Additional atoms: Any bodypart.
Increases the hunger of non-heretics, when examined drops an organ or
body part at the painting.
Great chaparral over rolling hills:
Additional atoms: Any grown food.
Spreads kudzu when placed, when examined grants a flower to the heretic.
Lady out of gates:
Additional atoms: Gloves.
Causes non-heretics to scratch themselves until they remove their
jumpsuit, when examined removes all your mutations.
Climb over the rusted mountain:
Additional atoms: Trash.
Causes non-heretics to rust the floor they walk on and when examined
gives you a cool moodlet
These effects are mitigated for a few minutes when a non-heretic
suffering an effect examines the painting that caused the
effect. Except for great chapparal which spawns kudzu at their feet, and
Lady out of gates which gives them a random negative mutation.
https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789
Moonlight Amulette:
Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a
brain and a tie. If the amulette is used on someone with low
sanity they go berserk attacking everyone if their sanity isnt low
enough it decreases their mood. Optionally you can add a
poppy in the ritual to further decrease their mood on hit.
https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387
Moonlight Blade:
Causes the heretics blades to do brain and sanity damage whilst causing
hallucinations. The blades also cause giggling and
laughter on hit.
Ringleaders Rise:
An AoE spell that deals more brain damage the lower the sanity of the
victim, also causes hallucinations that last longer the
lower the sanity of the victim. If the victims sanity is low enoughit
causes them to go insane, the spell then halves their sanity.
This spell is on a longer cooldown and is more meant to be used as a
payoff or an instigator for a fight. The AoE area is 7 tiles
https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb
Last Act:
The ascension lowers the cooldown of all the heretics spells by 33% and
increases the AoE range of Ringleaders Rise. The main
effect of this ascension is a passive sanity drain and hallucination
aura, if you have low sanity in the aura you will start to suffer
brain damage and if you reach the bottom you gain an aura of
hallucinations thus spreading the moon heretics influence
further. Not only that but roughly 1/5th of the crew will rise in
support of you becoming mini-heretics called acolytes that will attempt
to obey your commands!
I had videos showing off everything but they were too big for github
sadly so I will have to think of some other way to showcase all this
stuff.
This pr also adds a new optional atoms system which means that you can
have rituals that can be improved by adding additional atoms, like for
example moonlight amulette.
Feel free to give some suggestions for further ascension effects.
## Why It's Good For The Game
I feel like heretic is really missing a playstyle around insanity and
this slots neatly in to feel that gap. For being an eldritch antag of
horrors there is surprisingly little interaction with the sanity system
and I feel like this makes up for it, heretic is also missing some
distractions which is where the paintings can really shine and the
hallucinations which breed paranoia.
## Changelog
🆑
add: A new heretic path opens up! Gaze up at the great sky for the path
of the moon opens and the lie shall be slain in pursuit of ultimate
truth!
fix: Fixes the syndicate delusion not working
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
this adds a new item for traitor botanists they can buy for 4 tc. it
releases smoke which hypnotizes bees to follow ur every command, it can
be used on a single bee or it can be used on a hive to hypnotize all the
bees who live there. u can command the bees to enter or exit their
beehive, and u can also command them to spiral around u where they will
follow u and swirl around u to confuse whichever opponent u are
fighting, and u can also command them to attack people. the bee smoker
comes with some fuel but u can recharge it by putting cannabis into it.
the stronger the weed the more fuel it will provide
https://github.com/tgstation/tgstation/assets/138636438/18c9a350-8e24-4c49-abfa-dffb7622502f
## Why It's Good For The Game
adds a traitor item which gives a new gameplay alternative for botanist
and pacifist players. also i noticed the pet targetting datum was using
some copy paste code so i made it a subtpye of the basic targetting
datum
## Changelog
🆑
add: added a new syndicate item - the bee smoker
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Adds in the capability for vent pumps to be overclocked, which allows
them to ignore pressure differentials and move their entire air contents
each process. Doing this causes them to take damage over time however
which causes them to be less effective in normal operation.
**the penalty for low integrity does not apply to fans which are
overclocked, however reaching 0 integrity will still disable them**
## Why It's Good For The Game
Engineers got used to vent pumps being stupid and ignoring pressure, now
its a feature not a bug.
## Changelog
🆑
add: Vent Pumps can now be overclocked, do some light reading in the air
alarm to figure out what this means.
balance: Vent Pumps now have fan integrity, the damaging of which
reduces their ability to move air.
sound: Overclocking sounds, including spool, stop, and loop
/🆑
---------
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
## About The Pull Request
This adds a ignition sound whenever a fireplace or bonfire is initially
lit on fire. Afterwards a continuous burning loop is played. Also added
some documentation and optimized fireplaces to only `process()` when
lit.
## Why It's Good For The Game
Better consistency.
## Changelog
🆑
sound: Add burning sound loop to bonfires and fireplaces
code: Improved fireplaces to only process when lit
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Adds compatibility to the code to assign music to individual mobs that
are played in full length to the player when aggro'd. Music maintains
for the entire length, ends, and is repeated if the mob isn't dead.
Music is instantly stopped if the mob generating it dies. Other coding
avenues were explored around dynamic music generation and allowing for
the music to end more naturally, but they were found to be very buggy or
impossible to code due to dreammaker having a very........... tense
relationship with audio. It also (had to be reminded of this!), lowers
the audio of hierophants attacks to make music more audible.
## Why It's Good For The Game
This has the potential to add so much thematic flavor to mobs and events
in game, it's great! Represents a big step forward in terms of sound
design on tg. Thanks to John Willard for fully coding!
Check out the theme here --> https://youtu.be/mWgv1CHtd4Y
## Changelog
🆑
add: Adds boss music functionality.
sound: Adds hierophants boss track, tweaks hierophant boss noises.
/🆑
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Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
Refactors elevator music to originate from an abstract object rather
than the elevator control panel.
Elevator music is applied while you are within a certain radius of this
object and cuts off immediately upon exiting (largely because as far as
I know you can't obtain playing sounds to fade them out in byond).
As a side-effect of this refactor it also isn't audible to ghosts at
all.
I got the idea while riding an elevator the other day to make a remix of
Title2 but Elevator-style. So I downloaded FLStudio, spent a couple of
hours fighting with it, made a song, and opened this PR up. Later on,
cats4gold contacted me saying they had the same exact idea, Title2 and
all, and after I suggested the ide of combining both versions, we get
the status of this PR today!
Also our current looping sound system is very very bad, the problem
people have with hearing elevator music outside the elevator is because
the checks for stuff like volume falloff only happen when an audio
starts playing, so if you stand besides an elevator button and hear the
music, if you go far away you'll still hear it as if you're next to it.
I don't know how to fix this so I didn't touch it, so hopefully someone
else that does, does! :)