## About The Pull Request
Title, manual revert of #1513
## Why It's Good For The Game
Tackle chance could be brought to 100% and people have reportedly been
exploiting this fact.
## Proof Of Testing
I think it will complie
## Changelog
:cl:Swiftfeather
balance: Cat ears no longer provide a tackle bonus
/🆑
## About The Pull Request
Updates our various sound prefs to be functional post upstream/516.
## Why It's Good For The Game
We can control sound as expected again.
## To-Do
- [x] Conditional preference sounds
- [x] Jukebox sound toggle
- [x] Jukebox volume override
## Changelog
🆑 LT3
fix: Sound prefs that went missing post-516 are restored
add: Jukebox volume slider in game preferences
/🆑
---------
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
## About The Pull Request
So there's this little quirk where late join cyborgs will auto link to
whatever AI has the least cyborgs. This changes that.
This adds a priority: Malf AI > AI cores
Also this deletes an unused file I noticed.
## Why It's Good For The Game
Every cyborg that spawns in the game during an active malf round should
always connect to the malf AI if it's available.
## Proof Of Testing
It works
## Changelog
🆑
balance: Cyborgs now auto link in a priority system. Malf > AI cores >
Suit AIs / Cards
/🆑
## About The Pull Request
(https://github.com/tgstation/tgstation/pull/90295)
## Changelog
🆑 Y0SH1M4S73R
code: Any tgui message that would be too big to send to the server is
now split into chunks and sent in sequence. This fixes several issues,
such as...
fix: It is once again possible to save large amounts of text on paper at
once.
/🆑
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Y0SH1M4S73R <y0sh1m4s73r@gmail.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request
Fixes ethereal powercells from 20kj back to 220kj which is what they
used to be.
## Why It's Good For The Game
It is what it used to be, and with the present vanilla values you have
to recharge yourself once every ~5 minutes or so or suffer a huge mood
debuff. And if you are entombed, you will suffer death after ~10 minutes
if you do not recharge.
## Proof Of Testing
## Changelog
🆑
fix: fixed ethereals powercell back to bubbers values
/🆑
## About The Pull Request
This PR adds a new station trait that does the following
- Disables HoS as a job
- Lowers Security Officer slots from 5 to 2
- Silicons default to Robocop lawset and have access to sec borgs
- Similar to AI law divergency, law boards are removed from the upload
- The AI is barred from antag status at a code level (this does not stop
subversion but it does stop malf)
## Why It's Good For The Game
The problem with security borgs was that they would often follow
spacelaw instead of their actual laws, it was suggested to me that I
make a station trait that puts them on robocop and allows them to pick
the model, this has the benefit of making them not available every
round, but still available sometimes outside of admin bus. Tweaks and
changes for things like how common this trait is can be adjusted in the
future of course!
## Proof Of Testing
https://github.com/user-attachments/assets/de849f59-517e-4a7b-bc11-79b512142717
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: adds a new station trait - HoS AI
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
This PR adds the Ashwalker Fortress from Novastation to all maps except
Icebox and Moon Station. In addition, this also adds a new primitive
cooking machine that serves the same function as a microwave: the
Cauldron!
## Why It's Good For The Game
If you would consult the design document 🤓https://hackmd.io/@ashwalker/S1U-p3esJe
## Proof Of Testing


## Changelog
🆑
add: Added Stone Cauldron, a new primitive cooking structure with a
microwave function.
map: Added sparring area, prison cell, dining area, revamped kitchen,
animal pens, revamped forge area, armory, revamped doctor's hut, and a
spare room to a new Ashwalker Nest map.
/🆑
---------
Co-authored-by: Jinshee <manastra2536@gmail.com>
## About The Pull Request
Re-adds nanites, balance changes pending.
No plans to do mapping/role changes
Based on https://github.com/tgstation/tgstation/pull/60473 with a lot of
work on modularizing
## Why It's Good For The Game
Nanites are a rather interesting system, my hope is to port it in a more
balanced format.
## Proof Of Testing
Works, thoroughly tested
## Changelog
🆑
add: Re-adds nanites
/🆑
TODO:
- [x] Add techweb linking for nanites
- [x] Prevent stacking of armor mods (fortitude + dna vault + nanite
armor)
- [x] Rebalance damage regeneration programs
- [x] Remove force speak program by @StrangeWeirdKitten request
- [x] Convert UI's to TSX
- [x] Fix Nanite program uhb and programmer overlays not working
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
adds the Cain & Abel to the lootpool of the colossus!

these are a set of angelic twinblades bound together by some chains. The
long chains allow u to attack mobs from a distance (2 tiles max) and at
very FAST speed, and come with a few new mechanics:
-Attacking a mob with the cain and abel grants you a special whisp that
follows your character. these whisps empower ur next melee attacks u can
collect a maximum of up to 6 whisps, (their bonuses stack), after which
they reset. If u get hit by a mob once, you'll lose ur whisps (and ur
melee bonus), so ull have to regain them by rebuilding up ur combo. u
can also choose to sacrifice ur whisps by firing them at mobs (by right
clicking them) for some hefty damage (this again means u'll lose them)
https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5
-u can also choose to hurl one of ur daggers at enemies, there's 2 throw
modes u can toggle between by pressing Z while holding ur weapon.
1- On launch mode, u can throw one of ur daggers at a tile, afterwhich
the chains will rapidly pull u towards it, making for some cool getaways
in tense situations. this puts throw mode on a 7 second cooldown
2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked
crystals will errupt on nearby floors, dealing some damage to nearby
mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts
throw mode on a 15 second cooldown
https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5
-Lastly is the swing ability. This will swing ur daggers around u,
dealing AOE damage to nearby mobs, and makes u block all melee attacks,
tentacle attacks, and deflect incoming projectile attacks (could for
example be used to deflect the colossus' shotgun blast back to it). ull
only block attacks while the animation is active, which lasts a good
1.75 seconds, and is at a 20 second cooldown.
https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728
Here's a short clip of me using them to fight a colossus and a bubblegum
https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa
## Why It's Good For The Game
adds a new fun weapon with a few deep mechanics to the game. also makes
taking down colossi alot more rewarding.
## Changelog
🆑
add: adds the cain and abel to the colossus lootpool!
/🆑
# Conflicts:
# icons/mob/inhands/equipment/kitchen_lefthand.dmi
## About The Pull Request
This PR should fix the problem of small previews in TGUI once and for
all (I hope).
What was causing it? Because TGUI takes a long time to open, that's why
previews were generated broken (small).
On Byond 515 this problem was not so noticeable as the interfaces opened
faster, but with the release of 516 it became much worse.
Previews were generated inside a window that was not yet open, so the
scale was broken, sometimes the window would open before the preview was
done and sent, usually with small interfaces, or when reopening.
I'm not very good at working with signals, and to tell the truth this is
my second experience with them, so I hope I did it right.
## Why It's Good For The Game
No more small map previews
<details> <summary> Video </summary>
https://github.com/user-attachments/assets/834f3820-cc6a-4f65-90e5-d6bb2a118bcf
</details>
## Changelog
🆑
fix: Fixed small character preview, color matrix preview, mech preview,
and other previews with uses ByondUI map
/🆑
---------
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
## About The Pull Request
This creates a round removal opt in system for Bubberstation. Same thing
I tried to do upstream at
https://github.com/Skyrat-SS13/Skyrat-tg/pull/27473 but now I'm doing it
down here because we will be rebasing in the future and their vision is
not in line with ours. This is a modified version of Nova's antag opt
in.
With this PR players will be allowed to opt in to being round removed.
This primarily benefits antags as security and non antags generally
can't round remove unless specific conditions are met.
This is currently a WIP
It works sorta like this:
**Example 0**
*Eats-The-Towels* the moth-lizard heretic has fought with security and
has managed to kill the entire team multiple times. Security has once
again found her. She examines the security officers and sees that none
of them have round removal enabled.
While she wouldn't have been able to round remove them during the
earlier fights because none of the security team had RR enabled, she can
RR them now that they have respawned multiple times and continue to
pursue her. This is how current Bubberstation rules function and will
continue to function with this PR.
**Example 1**
If _Ms. Syndiecool_ examines John Assistant and sees a "Round Removal:
Yes" in his examine, Ms. Syndiecool now knows that she can kill John and
not have to worry about making sure his body gets to the medbay. She
could even make his body difficult to find, or if the situation calls
for it, she could destroy his body. She's not encouraged to remove him
from the round, but she's also not encouraged to make sure his body is
located quickly and readily.
**Example 2**
*Terry Lingston* wants to kill John Assistant and assume his identity.
- Under traditional Bubberstation rules, Terry could absorb John and
take his gear, but she would have to allow John to be revived, which
will cause problems when the rest of the crew realizes there are two
John Assistants.
- With the addition of Round Removal opt-in, Terry examines John and
sees that John has opted into round removal. Terry can now absorb John
and take his gear, then dispose of his body to discard the evidence and
fully assume John's identity.
**Example 3**
*Buffy Bloodsucker* gets into a confrontation with John Assistant in
maintenance. She successfully defeats him but medical notices him dead
and is already en route. She examines John and sees he has **"Round
Removal: No"** as his preference. She knows she can't hide the body
because that would be in violation of the round removal policy, John has
not opted into being round removed, so she chooses to leave the body
with sensors in tact and run away before anyone sees her.
**Example 4**
*Rouny* the xenomorph runner has successfully facehugged John Assistant,
and drags him back to the hidden xeno hive. Rouny examines John and sees
his **"Round Removal: No"** preference. Rouny knows that his preference
**does not matter** because Xenomorphs, being a potentially round-ending
threat and beholden to a permanent mechanical state, do not fall under
the same standard as crew or less mechanically oriented antags.
## Why It's Good For The Game
This PR will lay the groundwork for improving what antags can do while
still allowing people who wish to remain in round to remain in round
under standard circumstances. A policy rewrite will accompany this PR.
- [x] Modularize
- [x] Clean up and rewrite to binary setting (opt in or opt out)
- [x] Determine who gets it by default
- [x] Logging for pref changes or mob-pref-on-death or something so
people can't change the pref after dying and try to report someone
- [x] CODE REVIEW
- [x] Policy
- [ ] Test Merge for functionality of preferences and kill objectives
and policy
- [ ] FINAL CODE REVIEW
- [ ] Squash and Merge
## Proof Of Testing
It worked locally 🤷
## Changelog
🆑
add: Added a round removal opt-in preference.
/🆑
---------
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Closes https://github.com/Bubberstation/Bubberstation/issues/3324
I've been told romerol was previously only nukie only. This restores
that.
## Why It's Good For The Game
fixes an oversight caused by the upstream merge
also romerol bad for traitors mmmkay
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: Romerol is once again nukie only
/🆑
## About The Pull Request
Persistence is supposed to be a cybersun front but it still uses
interdyne comms. Lets fix that and add interdyne comms as an emergency
comms chip.
Additionally, this PR disables the icemoon automapper as we have been
having consistent issues with missing roofs. This is hopefully a
temporary fix until a better solution can be found.
Lastly, reworks engineering a bit to add one more construction spot and
make the utilities room a bit easier to notice so water actually gets
set up. Also expands table space in the kitchen as that was one of the
more desired features.
## Why It's Good For The Game
I love not having holes in the roof. Also flavor on the comms as we are
supposed to be a cybersun front.
## Proof Of Testing
<details><summary>Screen caps from testing</summary>






</details>
## Changelog
🆑
add: Persistence now has cybersun comms (It's literally just renamed
persistence comms)
add: Persistence can now produce interdyne comms in an emergency using
an interdyne comms chips
fix: Persistence no longer has 4 safes on one tile
fix: Persistence no longer has a turret that shoots out a window in the
prison
fix: Persistence no longer has a null telecomms server, also atmos works
fix: Renamed syndicate_exofab to syndicate exofab in the circuit printer
fix: Renamed cybersun channel no longer outputs to the uplink channel
fix: Reverts automapper placement of persistence on icemoon and returns
to
map: slightly revamped the Persistence kitchen.
map: condensed the utility area of persistence and added a cycling
airlock plus one more 3x3 construction area.
map: toned down some of the roundstart persistence equipment that can be
acquired through other relatively easy means such as cargo.
/🆑
---------
Co-authored-by: Otome <darkwolfinsanity@gmail.com>
## About The Pull Request
Seems the logic here was reading variables from the person being
examined.. not the person examining.
Yes this meant that souless mobs would runtime, and anyone could meta an
antag because antags would show the option to view exploitables when
others would not.
## Why It's Good For The Game
Holy shit how did I miss this in a review
## Proof Of Testing
I tested it, no runtimes related to examination

## Changelog
🆑
fix: Exploitables no longer show up when you examine an antag, exposing
them
fix: Exploitables now check the variables of the correct mob
/🆑
## About The Pull Request
patches a blooddrinking holodeck exploit from holodeck stuff
## Why It's Good For The Game
holograms having blood is weird
## Proof Of Testing
tested
## Changelog
🆑
fix: Hologram mobs no longer have blood
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
See name, removes the martyr and hijack objs from traitor and spy
## Why it's good for the game
Giving these out for free on a random chance on the most common antag
types is a bad idea. Especially when it gives the potential
justification to bypass the station integrity rule. Also it's a mess to
admin + we aren't trying to be Manuel, despite what it might seem like
at times.
## Changelog
🆑
del: Removes the martyr and hijack objs from traitor and spy
/🆑
## About The Pull Request
I toppled a house of cards when I merged in the new changes to game
announcements
## Why It's Good For The Game
Being notified when a new round starts is good
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## About The Pull Request
Bumps the sleep time from 0.1 seconds to 0.2 seconds on #89933 so it
more consistantly fixes the zoom on your character in the creator.
## Why It's Good For The Game
I know it's a little more ugly with a slight increase in time, but it
will be more consistant since players are needing to close and reopen
their UI still. This is way more intrusive then a brief pause before it
loads.
## Changelog
Not really needed.
## About The Pull Request
Title
## Why It's Good For The Game
the process was cock and ball torture before
## Proof Of Testing
it works, source:dude trust me
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
admin:makes it easier for admins to bus malf nuke
/🆑
<!-- 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
it just makes it zero cost to obtain instead of having it on spawn.
## Why It's Good For The Game
qol, because a lot of the times it'll end up very close to revive
stasis, both prompt you for "Are you sure?" and yet have very,
incredibly differing outcomes. i also think this is a better solution
than moving it offscreen everytime you readapt/update buttons.
especially because last resort itself is super mediocre compared to
getting an early start on your revive stasis timer as it's a literal
last resort. this'll at least give people the option to opt in on having
it.
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>
one changed line changes the world.
</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
qol: last resort is no longer innate, instead just a free ability like
DNA sting and defib grasp.
/🆑
<!-- 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. -->
<!-- By opening a pull request. You have read and understood the
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---------
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
<!-- 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
_**SPECIAL THANKS TO ARTUR**_
TL;DR read the title. But I ported the ability to change the background
of the character creator [from
Virgo](https://github.com/VOREStation/VOREStation/pull/2341). They are
able to be changed in the character creation menu. Also character
resizing works now, so you can properly see your oversized characters.
All of the possible backgrounds are:
- 000 (Pure Black)
- Midgrey (Grey)
- FFF (Pure White)
- White (White Tiles)
- Plasteel (Normal Tiles)
- Dark (Dark Tiles)
- Plating (Maints Plating)
- Reinforced (Reinforced Floor)
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Some people play characters that have pure black parts or are really
dark, so the ability to change the background helps them better preview
their character.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
It worked and I was able to update the background in game and change it
to other ones.
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 xPokee, RimiNosha
add: Added the ability to change the character creator background via
the character visuals tab.
fix: Fixed oversized characters and larger characters not being fully
visible in the character creator
image: Added additional background icons for the character creator.
/🆑
<!-- 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. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
---------
Co-authored-by: RimiNosha <riminosha@gmail.com>
## About The Pull Request
Heretic synthetics will properly heal now when consuming eldritch
essence.
Heretics with prosthetics will get the same result on their prosthetic.
Synths can now process this reagent, so the hurting effect works on
non-believer synths who consume it.
## Why It's Good For The Game
This is not a buff to all synths, 90% of the playerbase won't feel it.
However 100% of the synth heretic playerbase will finally have some use
from this item. I don't think it's fair to have a player be locked out
of antag abilities because they chose a different species for
customization. Balance will not be hurt, and as I tested the values, it
doesn't seem that using synthetic limbs to get some sort of 'double
heal' effect really works.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Synths heal and process it
https://github.com/user-attachments/assets/f3637422-976e-45ae-80ea-2e71e612e697
Heals prosthetics too, a reasonable rate.
https://github.com/user-attachments/assets/cd21ca56-5ad9-44f8-9ef4-5a3781aa9138
</details>
## Changelog
🆑
add: Eldritch Essence (heretic's heal juice) now works on synths, the
mansus disregards it's worshippers equally.
/🆑
## About The Pull Request
Caps the maximum size you can get from growth serum to be at the same
size as you would be with the oversized quirk. Additionally makes it so
oversized people cannot be affected by growth serum. Growth serum works
as it did previously when in dorms.
## Why It's Good For The Game
Prevents something like this from theoretically occurring

## Proof Of Testing
It compiled, ran, and worked on a local test.
https://github.com/user-attachments/assets/4d4e38dd-4db4-4a8e-bf18-2bcc12a61bd5
## Changelog
🆑
balance: oversized characters can no longer use growth serum outside of
dorms
balance: growth serum is now capped at the same size as you would be if
you took the oversized quirk unless in dorms
/🆑
## About The Pull Request
Simply stops this from `stack_trace()`'ing in ruins, opting to
`log_mapping()` instead. By changing it to use `log_mapping()` it will
only cause CI failures if they occur on mining or station z levels,
which should stop ruins weirdness from causing garbage outputs/failures
in tests.
As well as improving the debug logging by adding the area to the
printout.
## Why It's Good For The Game
There's really no point to complaining about a ruin spawning overlapping
lattices after mapload when one of them just gets deleted anyway. Stops
unhelpful stack_trace messages from blocking CI from passing.
## Changelog
Not player facing.
## About The Pull Request

pixel_x and pixel_y needed to be converted to pixel_w and pixel_z
If you encounter any other issues like this, this is how you should be
able to fix them
## Changelog
🆑
fix: Akula hair now layers correctly
/🆑
<!-- 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. -->
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! --> this reworks and changes the raptor taming minigame
to be in-world.
to tame a raptor after mounting it, u have to steer it in different
directions to get it to calm down. ur progress will be displayed on a
bar underneath the raptor.
https://github.com/user-attachments/assets/adefe23c-ce07-48ef-b011-72cf0618d236
<!-- 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. --> i dont like the
current minigame very much as i dont think its very fun and engaging,
and i dont like that it opens up a new tgui screen. this solves both of
those
<!-- 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
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🆑
qol: the raptor minigame now no longer opens up a new window
add: the raptor minigame has been reworked
/🆑
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## About The Pull Request
"wolves Amont Sheep" cooldown increased from 2 to 5 minutes.
## Why It's Good For The Game
I kinda left it low on purpose so that I could get more people to try it
out.
As it stands 2 minutes it's a bit low for what's arguably the strongest
heretic spell in the game.
## About The Pull Request
Updated description so you know what's required to cast the ritual.
## Why It's Good For The Game
Whoops.
## Changelog
🆑
spellcheck: Updated the description on a few heretic knowledges to
display the crafting requirements.
/🆑
Introduces 6 new Heretic Sideknowledges.
**Warren King's Welcome:** Starting side-knowledge, Grants to the
Heretic's id Maints and External Airlock access.
**Phylactery Of Damnation:** T1 Knowledge, located between Imperfect
Ritual and Keykeeper's Burden, creates a bottle that can Siphon a small
quantity of blood from your victim, (they'll still feel a tiny prick).

**Ether Of The Newborn:** T2 knowledge, replaces Curse Of Paralysis slot
in the tree (Inbetween Mark of Madness and Moonlight Amulette).

1 use potion, fully restores the inbiber to full health, removes any
sort of affliction,trauma,disease or implant at the cost of knocking the
user out for 1 minute.
**Codex Morbus:** T3 knowledge, located between Caretaker's Refuge and
Ringleader's RIse.


Upgrade of the Codex Cicatrix, draws and siphons runes and essences a
bit faster, can be used on a rune to curse a crewmember, provided their
blood is on the rune or on the Heretic.
**Greaves Of The Prophet:** T3 knowledge, located between Entropic Plume
and Wolves Among Sheep.

They work as magical magboots minus the slowdown; they confer full
immunity to slips (yes, even space lube).
**Rust Sower Grenade:** T2 knowledge, replaces curse of corrosion in the
tree (between Aggressive Spread and Star Blast).

Eldritch grenade, Releases a smoke that rusts all affected turfs, blinds
whoever doesn't have mask protection and utterly annihilates silicons,
mechs, augs and bots.
Video Showcase: https://www.youtube.com/watch?v=H1GeO7MYFek
**New Blade Path Spell: Wolves Among Sheep**
Video Showcase: https://www.youtube.com/watch?v=2LsmUiQzpzA
- Briefly transforms the surrounding the heretic into an arena.
- Both The Heretic and Crew members caught inside the spell cannot leave
or change z level until the spell expires.
- The arena is impassable to outsiders.
- Everyone caught inside the spell receives a special buff that makes
them immune to most enviromental hazards and all forms of Crowd Control
while blocking teleportation.
- Non Heretics are granted a temporary Heretic Blade and an antag datum.
- Scoring a critical hit grants the winner the ability to leave the
arena, Critting the heretic fully dissolves the spell.
- Critting yourself doesn't remove the debuff.
- The Heretic receives a heal upon critting someone.
- Breaking a blade while inside the arena will rip off your arm
regardless if you are crew or a Heretic.
- 2 minutes cooldown.
- Replaces Furious Steel as the last spell unlocked pre-ascension.
Lastly as you may have guessed, curses have been completely refactored,
they are now bound to the new item (Codex Morbus), are no longer
empowered by blood but require it as a reagent.
Curse of Corrosion and Paralysis have been rebalanced to be slightly
stronger than they were at their base value now that they can no longer
be empowered.
2 new curses have be introduced.
**Curse Of Indulgence:** tanks the target hunger, makes them a carnivore
and drastically increases their hunger decay rate, lasts 8 minutes.
**Curse Of Transmogrification:** Allows the Heretic to change the
target's Race(minus plasmamen for obvious reasons), lasts until the
Codex Morbus is destroyed.
Lastly the Blade Heretic tree has been shuffled a bit to introduce the
new spell.
Stance Of the Torn Champion has been **TEMPORARILY** Removed, it will
come back in a later PR.
Code by me and Xander
Sprites by INFRARED_BARON and OrcaCora.
Lore tibids by NecromancerAnne.
The following is an atomisation of The Heretic Knowledge Rework I'm
currently working on alongside Edge (Heretic's Grandaddy).
Given the whole PR was probably going to be impossibly big to review; I
asked Melbert If could introduce the new knowledges first, so here we
are.
Do not stress the locations of these knowledges in the tree; While they
do fill what few empty slots we still have, it doesn't change the fact
that the Heretic tree is an incomprehensible mess and will soon be
reworked.
**Warren King's Welcome:**
Not having mantainence access as an antag sucks.
Arguably it sucks even more for Heretics as they are required to find
some place discrete in order to be able to cast their rituals.
It's not unusual for the station to be so crowded, that setting up a
base in space is the only option, the external access helps with that a
little bit.
**Phylactery Of Damnation and Codex Morbus**
Explaining them in the same paragraph as they are intended to be used
together.
Curses might as well not exist in their current state.
The process of cursing a crewmember is way too machineous, annoying, and
nowhere near as affective as simply running to your victim and smacking
it with your blade.
All Curses have now been bundled to the new Codex, they no longer
require X reagents, only a drip of the victim's blood.
That's when the phylactery comes into play.
Victims still feel "a tiny prick" upon being juiced, so beware.
**Ether Of The Newborn:** The point of this knowledge is to serve as a
backup plan to "random bullshittery".
It's not really fun rolling one bad trauma or disease and have it
completely invalidate your Heretic round.
We already have potions that either heal or provide remedies against
wounds/limb loss, the Ether is supposed to be an extreme solution, hence
why it causes a 1 minute sleep upon consumption.
**Greaves Of The Prophet:** Heretic to this day is fairly lacking when
it comes to passive immunities or tools we grant to most of our core
antagonists.
Specifically, for a melee-focused antagonist, a total lack of antislip
is kinda lame, being one of the most common defense tools employed by
the crew against newbie antagonist players.
Given these cannot be concealed unlike the traitor counterpart and how
far down the tree they are, i felt like making them lube resistant was a
unique twist and sensible for what's essentialy our core progression
antagonist.
**Rust Sower Grenade:** directly inspired by the 40k Blight Grenades.
The Rust Sower nades serve a double purpose.
1) They introduce a new form of area Denial available to all heretic
paths.
2) They confer to non Rust Heretics a way to deal with the so hated
Silicon Menace.
I'm of the not-so-unpopular school of thought of "Mechs and Silicons
have had it too good for too long".
A massive chunk of our threat roster gets to this day completely shut
down by mechs.
I feel like it was about time to make everything Inorganic feel afraid
again.
To make it a bit more fair, these grenades have a fairly long detonation
timer and have been given a couple of unique SFX.
**Wolves Among Sheep**
Even after the last batch of Changes, Blade Heretic still felt a bit
uninspired to me.
The path is still essentialy just about running at people and stabbing
them in the face.
While that's part of the appreal, I'd reckon it's still lacking a bit on
the eldritch side of things.
Trapping opponents into an arena when they are forced to either engage
you or betray their friends to escape can create some potentially
interesting story-telling.
It also warps the ,oh, so beloathed stun meta we live in by forcing
participants to resort to lethal weaponry.
Ultimately, this is supposed to be a high risk/high reward spell, if you
trap 5 people arm them with heretic blades, and make them all fully stun
immune, you are likely gonna get lynched.
To free up a slot in the tree I **TEMPORARILY** Removed Stance of the
Torn champion, it will come back in my nextish pr, so don't worry about
it too much.
🆑
add: New Heretic starting Side-Knowdge Warren King's Welcome
add: New Heretic T1 Side knowledge, Phylactery Of Damnation.
add: New Heretic T2 Side knowledge, Ether Of The Newborn.
add: New Heretic T3 Side knowledge, Codex Morbus.
add: New Heretic T2 Side knowledge, Rust Sower grenade.
add: New Heretic T3 Side knowledge, Greaves Of The Prophet.
add: New Blade Path Spell, Wolves Among Sheep.
balance: Heretic curses have been removed from the tree and bundled in
the new Knowledge, Codex Morbus.
balance: Blade Path tree has been shuffled a bit, all spells have been
moved up by one tier to make space for the new spell.
removal: Stance Of The Torn Champion has been removed.
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Ironically enough, not a 516 issue but rather a fuckup on our part
revealed by a 516 plane switch.
Also adjusted the warning, as 516 is outside of beta and we're (supposed
to) have almost complete support at this point.
Closes#89877🆑
fix: Fixes black vision for dextrous mobs using 516 version of BYOND
/🆑
---------
Co-authored-by: Lucy <lucy@absolucy.moe>

Fixes#89768Fixes#89769
- Fixes the prefs menu not updating mobs
Organs are imprinted on insert, and SSwardrobe didn't reset this
imprinting status when taking out items.
Weirdly in the past (testing old commits) items withdrawn DID reset
imprinting status - or maybe they never set it in the first place?
- Lots of prefs now respect features
`is_accessible` is used when checking many features rather than the
prefs menu checking itself in the UI
- Bald quirk QOL
Just handy stuff like showing the wig in the prefs preview, pre-starting
with your hat attached
🆑 Melbert
fix: Preference dummy now properly updates when changing some species
features
qol: If you have the bald quirk selected, the wig shows up on the
preference dummy
qol: If you have the bald quirk selected, and your role starts with a
hat, the hat will start attached to your wig
/🆑
Implemented a bodypart texture overlay priority system - ensures that
derez suicide always goes ontop of carp infusions, and voidwalker curse
goes ontop of both - currently the last one applied is the one that
sticks with you. Also cleaned up duplicate update_body calls, either
removing them or adding ``update = FALSE`` to overlay code.
Having whichever overlay was applied the latest be displayed is just too
inconsistent. And duplicate calls eat perf, bad.
## About The Pull Request
Soft reworks Ling's Darkness Adaptation
- No longer permanently makes you transparent when active. Transparency
scales based on how dark your area is. Darker areas = more transparent.
- No longer permanently grants dark vision. Darker areas = more dark
vision.
- Now *costs* 15 chemicals rather than just *requiring* 10 chemicals.
Disabling the effect costs 0 chemicals.
- Toggling the effect imparts a click CD. CD is lower for disabling it.
https://github.com/user-attachments/assets/d0384a07-1e23-46f7-8362-f42caa0b9c11
Also fixes a bug with digital camo
## Why It's Good For The Game
While this mutation was designed to be used in stealth shenanigans, it
was instead primarily used for murderboning with low visibility. This is
lame.
These changes will address that.
- Activating the power imparts a click CD and costs chemicals so it is
less wise to use it when you get jumped and more wise to use it when
you're setting up an ambush.
- Flashlights and similar bright lights will disable the power, so it
will shine less (pun intended) when used in bright areas such as space
or, well, any area with a dark floor (most of Nebula Station)
It will also open up potential with other changeling powers:
- For example, EMP screech to disable lights or Disorienting screech to
break light fixtures.
## Changelog
🆑 Melbert
balance: Reworks Changeling's Darkness Adaptation. It's strength now
scales with how dark your environment is, rather than being static
transparency.
fix: Fixes Digital Camo's examine message
/🆑
## About The Pull Request
Closes#89963
I fucked up and didn't remove the while loop after switching to
recursive checks
## Changelog
🆑
fix: Going through lava while buckled to an object no longer explodes
the server
/🆑
## About The Pull Request
Fixes an oversight from
https://github.com/tgstation/tgstation/pull/86903. They just forgot to
update the descriptions.
It seems like a lot of people still think they're chunky, or supposed to
be chunky, myself included.
## Changelog
🆑
fix: Updated the description of insulated gloves to reflect their lack
of chunky fingers.
/🆑
## About The Pull Request
If you can't immediately invoke a wizard finale, it'll just tell you to
wait a bit.
## Why It's Good For The Game
While the radial does tell you that the effect cannot be invoked yet,
it's quite small text that you have to quickly read while (assumedly)
your ass is public enemy #\1.
Instead of locking you into something you can't do for another 20
minutes, why not just let them pick another one? Or if they really want
to pick that one, they can wait before selecting it?
## Changelog
🆑 Melbert
qol: When reaching the wizard grand finale, you no longer get locked
into finale effects that cannot yet be invoked.
/🆑