* Basic Guardians/Holoparasites (#79473)
## About The Pull Request
Fixes#79485Fixes#77552
Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.
They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.
My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.
This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.
I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.
This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.
Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.
## Changelog
🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Guardians/Holoparasites
* Modular
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Spider Infestation Balance Rebalance Expansion Part 2 (#78705)
## About The Pull Request
Balances
1. Spiders now slow down equivalent to their health
2. Tarantulas can no longer put web passages or solid webs and destroy
walls outside of charge attack
3. Young spiders now cant pull objects do to being too weak and become
slower outside of webs as they should be
4. Makes pneumatic airlock seal unable to be destroyed by spiders
5. All Broodmother eggs now have a cooldown timer
Normal Eggs: 20 seconds
Abnormal Eggs: 180 Seconds
Enriched Eggs: 60 seconds
Expansions
1. Added a new abnormal egg category
2. Broodmothers can now lay abnormal eggs
3. 2 new spiders added
6. A new web type: Reflective silk screen
# Breacher



- Low damaging with High wound bonuses meant to debilitate enemies to
take ground for the nest
- Has the ability to breach areas by destroying walls with menson vision
to map out strategic breachings
- Immune to harsh environments with the ability to lay solid webs to
protect the nest environment
- Can send in warnings for the entire nest to hear
Will Help the nest get out of being closed off by small construction
attempts and fix some space breaches plus some back up by making enemies
slower and scarring them off with some bloodloss
# Tank


- Extremely low damaging build to absorb damage to hold ground for the
nest
- With the ability to lay down silk screen reflectors to protect the
nest from missile attacks
- Can heal itself at a slow rate
Will provide great support to keep the nest at bay from range attacks at
some extent and act as a damage absorber in dier situations
# Abnormal Eggs


- They can only be made once every 180 Seconds
- Hold the two new spider types
## Why It's Good For The Game
New spiders to contribute to the general spider antag team dynamic,
balances for spiders are always good making them funner to play against
and bringing up challenges on their gameplay making them act less like
murdering simple mobs and more like an actual nest trying to survive in
the station.
How?
1. **Cooldown egg laying:** broodmothers now have to be more strategic
on where they place their eggs with an average of 3 eggs per minute per
broodmother
2. **Spider slowdown on damage:** Spiders now will become slower the
longer they stay out of the nest in battle making them have to retreat
back to the nest shortening their time out murdering giving incentives
to expand the nest
3. **Spider More Brute Damage:** Gives a reason to use melee against
spiders although more dangerous it gives more reward due to the higher
damage outputs since spiders are pretty much big bugs with delicate
bodies no bones no good structural consistency equal more damage to
blunt attacks
4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many
walls at this rate and be able to lay so many defensive webs I don't
know why they had this abilities but their strong enough as is
## Changelog
🆑
add: Added Abnormal Eggs
add: Added Two new spiders
del: Some Tarantula abilities
balance: Spiders speed are now connected to health
balance: Spiders now take more brute damage
balance: All egg laying now has a cooldown
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Spider Infestation Balance Rebalance Expansion Part 2
---------
Co-authored-by: Hoolny <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds The Hand of Midas, an ancient Egyptian gun. (#78699)
## About The Pull Request
Adds the Hand of Midas (HoM), a weapon for pirate captains.
This matchlock pistol is powered by gold rather than gunpowder.
If you hit someone with it, they will be afflicted with Midas Blight for
a duration of time that scales with how much gold is in your gun.
Midas Blight will slowly turn their blood into gold, and slow them down
depending on how much blood is in their system.
If you right-click on someone with the HoM, it will siphon all gold from
their bloodstream and recharge the gun, curing them of Midas Blight in
the process if they still have it.
The amount of gold you can get from people is meant to be ~1.5x as much
as you fired into them in the first place, if you get your timing right.
This way you can exponentially scale the power of your weapon if you can
hit your shots, with a limit of 30 Seconds on the Blight timer.
The siphon has a range of 2 meters, and if you miss a shot you can input
a gold coin into the gun to refill it with the same weak shot you
started with.
It's a little hard to explain in text so here's some video examples:
https://github.com/tgstation/tgstation/assets/66052067/d49238fc-beb2-4ba9-be0c-83e8a701c995https://github.com/tgstation/tgstation/assets/66052067/34dc23e7-2b88-4ee9-bb1e-c8067a491975https://github.com/tgstation/tgstation/assets/66052067/68a07426-ba6c-43a7-8228-132fc4b02b83
## Why It's Good For The Game
Honestly I just had the idea for the gun and thought it would be really
cool lmao.
Also because Barrel Behind the Door is one of the funniest YuGiOh cards,
the censored design is TOO GOOD.

## Changelog
🆑 Wallem
add: Adds The Hand of Midas, an ancient Egyptian matchlock pistol.
/🆑
* Adds The Hand of Midas, an ancient Egyptian gun.
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Borgs will slow down when stuff is thrown at them (#78561)
## About The Pull Request
This feature was added in #75819 but didn't work, for two reasons.
Reason one: it was checking for throwing impact on the "I got shot by a
bullet" proc and then checking the throwforce of a bullet (generally 0,
because you don't throw those).
Reason two: the duration was throwforce / 10 seconds. This would apply a
slowdown which was usually one or fewer seconds, which might as well not
exist.
The solution to this is to assign it to the correct proc and give it a
flat duration for anything over a threshold of damage.
Currently this is 3 seconds for anything with 10 or more force (such as
the humble iron rod). You can reapply it by just throwing more stuff.
## Why It's Good For The Game
Cyborgs don't suffer health-based slowdown like humans.
This is good because cyborg combat should be similar to humans, but bad
because our move speed config is so ludicrously high that it makes
fighting anyone at full speed a real pain in the ass.
Since flashes have been nerfed to require two clicks in order to stun a
cyborg, you have to be able to catch them to apply the second click.
Throwing something at them should make this more likely.
## Changelog
🆑
fix: Throwing things at cyborgs will now slow them down, as intended
balance: Adjusted the calculation of throwforce -> slowdown for cyborgs
such that it is simply a flat duration for anything above a certain
damage threshold (the value of throwing iron rods)
/🆑
* Borgs will slow down when stuff is thrown at them
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Basic Watchers & Basilisks (#77630)
## About The Pull Request
This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.
**Basilisks**


- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.
**Watchers**
https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)
- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.
**Other accompanying changes**
All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.
## Why It's Good For The Game
Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.
## Changelog
🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑
* Basic Watchers & Basilisks
* Modular paths
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Spider Evolution - Young Spiders [Ready] (#76692)
## About The Pull Request
This pr adds a young spiders that appear between spiderlings and adult
spiders. Now spiders have a stage where they are squishy but can also
spin webs and do some other things early depending on the spider type.
Spiderling stage takes 40 seconds and young spider stage take 1 minute,
ealier for spiderling this was 1 minute. Also adds a new wizard spider
sprite and makes the spider form usable.
Gives Wizard Spider version has better immunity against fire since it
can kill a wizard very fast it they are not paying attention.
Makes tangle spider get more health but makes the self-healing worse.
This is done because spider is a team antag except for the flesh
(changeling spider), making it so solo-playing as tangle is less
encouraged.
Scout spiderling gets thermal vision also. It cannot communicate, but it
can already start scouting now.
Viper deals bonus damage when an enemy is on low health. Toxins don't
kill humans anymore, and since the viper spider only deals 5 damage now
it deals more so it can actually take down enemies at low health. They
also have a little more health since they always die very fast. Viper
can also change between a defensive/slow mode with more armor or a
offensive/speed mode with less armor.
Nurse spider heals for 25 instead of 20, since 25 is one laser shot, it
makes more sense for the nurse spider to be able to heal that amount.
Flesh spider grows faster since they are a solo antag and spawn killing
isn't cool.
Tarantula spider can now tear down walls by clicking them instead of
needing to use their charge attack. They can also build wall webs and
passage webs. Their damage coeffs also got the regular burn factor for
spider so their health also increased a bit.


## Why It's Good For The Game
Now there is a smooth transition between the tiny spiderling and the
bigger spider stage. This will promote people to help the hive at an
earlier stage while not being too powerful yet. It is also realistic and
adds extra flavor to the spider antag. The other balance changes are
improvements to the game.
## Changelog
🆑
add: Young Spiders that appear between spiderlings and adult spiders.
balance: Wizard Spider version has better immunity against temp damage
and can lay webs faster.
balance: Tangle Spider sucks more with self-healing but has more health.
balance: Scout spiderling gets thermal vision.
balance: Viper deals bonus damage when an enemy is below 20% health.
/🆑
* Spider Evolution - Young Spiders [Ready]
---------
Co-authored-by: Comxy <tijntensen@gmail.com>
* [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element (#77370)
## About The Pull Request
Fikou noticed that Goliaths change their targets semi-randomly, this is
because the element I was using to curtail their movement caused the AI
pathfinding to fail and cancel the current action.
While investigating this I also realised that just "not gliding" makes
more sense than what I was doing anyway, and has fewer weird side
effects (like being unable to move diagonally).
At some point it would probably be sensible to figure out what speeds
make gliding look stupid and automatically apply this trait to
characters (maybe only basic ones rather than humans?) moving that
slowly, however I will do that in a future PR.
## Why It's Good For The Game
More reliable AI behaviour.
Better QoL when actually playing as a Goliath.
## Changelog
🆑
fix: Goliaths no longer intermittently reset their target and retarget
something else.
fix: Goliaths can once again step diagonally.
/🆑
* [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Basic Lobstrosity (#77253)
## About The Pull Request
I'm slowly chipping away at mining mobs. These ones also got some new
sprites because the old ones were a bit weird except when facing South.

Arctic Lobstrosities are now hairy to give them a little more visual
distinction from Lavaland ones.
In terms of behaviour, they're now a little faster and can charge you
from further away.
They will _only_ attack players who are incapacitated in some way
(primarily from being hit by their charge, but could be from a Goliath
or something too) and will otherwise keep their distance until they can
charge again. They move slower for a short duration after charging
though, so you have time to slap them a bit.
If a Lobstrosity downs you then it will try to snip off one of your
arms, then retreat in order to eat it.
Obviously nobody likes losing an arm, but this does give you an
opportunity to get away while it is distracted? Funnily enough the way
our health system works means that sometimes losing that arm actually
takes you out of soft crit so you can stumble back to the station for a
replacement (or try to wrestle yours back?)
All of these things are achievable also by a player if you make one
sapient, they will pull arms off mobs they attack which are in crit and
can eat arms if they see them lying around if they want.
I added an element to let you dismember people with your bare hands,
maybe someone evil can use it to add a beheading attack some day.
Here's a video of their new behaviours:
https://www.youtube.com/watch?v=9eKxsH7hD7Q
## Why It's Good For The Game
Gives mobs more character.
Reduces our list of frozen simple mobs.
Replaces some ugly side sprites.
Medbay enrichment?
## Changelog
🆑
refactor: Lobstrosities are now basic mobs and have different AI
behaviour. Please report anything which seems like it shouldn't be
happening.
add: Lobstrosities will now only opportunistically attack things they
have knocked over with their charge, and are otherwise timid.
add: Lobstrosities are hungry for fingers and will steal one of your
arms if they defeat you in combat, although this gives you time to crawl
away.
sprite: New sprites for Lobstrosities.
/🆑
* Basic Lobstrosity
* Modular paths
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* A small pile of borg combat changes (#75819)
## About The Pull Request
This PR rebalances borg combat. It is first part of broader set of
changes that I talked about with armhullen, which was then discussed in
discord player project channel. Ultimately arm decided to rewrite the
complete rebalance and grab combat, but to help with testing, and to
measure reaction to that changes, I wrote this much smaller change, that
should be usable as a TMd test.
Main points that changed:
- Flashing cyborgs for the first time blinds them, and scrambles their
movement. Flashing them while they are blinded immobilizes them as it
used to, but still allows them to talk, and use radio.
- Emping cyborgs still turns them completely off, but the code behind is
_slightly_ changed, because of how utterly incomprehensible cyborg code
is
- Borg stunarm deals 60 stamina damage, costs 200 energy (SUBJECT TO
CHANGE AS SOON AS I DECIDE ON HOW TO), and applies confusion,
stuttering, and jittering.
- Robot consoles used by humans can now lock down only one borg at a
time, they exhibit increased power draw while doing so. The borg is also
informed of the location of the console. If left alone, the borg will
unlock itself in 10 minutes, to avoid leaving it permanently locked down
in some faraway place. If the console gets destroyed (or depowered), the
borg will get unlocked
- laser pointer only blinds borgs, without the paralyze component. If
you flash a borg blinded this way it will paralyze it, so comboing it is
possible.
- Throwing things at borgs slows them down
Not planned, but possible if testing shows its required:
- Changing borg health to malfunctions
- Whatever people convince me to add
- Portable lockdown solution for sec, or a way for them to do basic
check on borg.
- Usage of bucket/something else to restrict radio usage of cyborg
If you have ideas what would make this change better please use [discord
channel](https://discord.com/channels/326822144233439242/1113145741788065924),
or comments. Almost everything that I wrote here is subject to change,
as requested or suggested.
### DISCLAIMER
I had to change few functions in background of how borgs work. This WILL
have changes I couldn't predict, since some of them aren't linked in any
obvious way in code. I am aware of that, and will try fixing what needs
fixing when pointed out.
PS: Borg code is a nightmare
## Why It's Good For The Game
Borg combat sucks. It is absolutely binary, there is 0 capacity for
talking, because both sides fear losing in one click. Sec can't really
feasibly ask the borg to state laws while flashed, so their only
solution is to kill it and revive it.
- Turning most instastun solutions into less lethal versions should
lessen the pressure, since it reduces the chance that person that reacts
first survives.
- It causes minor reduction in traitor's capacity to emag borgs with
only a flash, but EMPs still hardstun, and they are plentiful both in
uplink, and in ghetto form, so that shouldn't be a problem.
- Since it allows borgs to scream for help while being flashed, it also
increases the potential of AI helping it, or at least noticing its
death.
- Lockdown console changes reduce its capability in completely turning
off malf ai, and leave it still highly capable of being an useful tool
in stopping emagged cyborgs.
## Changelog
🆑
balance: Flashing borgs requires two consecutive flashes to fully
immobilize
balance: Flashed borgs can speak
balance: Remote lockdown on cyborgs lasts 180 seconds
balance: Cyborg stun arm works like normal baton, and costs less energy
/🆑
---------
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* A small pile of borg combat changes
---------
Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* SPECIES NUKING 2023: Moves speed modifier to bodyparts (#76336)
As we all know, speed is stored in the legs.
Potential for more medical abominations.
Potential for adding augmented legs that make you speedier (?)
🆑
refactor: Species speed is now stored in bodyparts. Leg transplants from
slower species will make you slower.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Makes it all work properly, and compile and all
* Fixes bodypart movespeed modifiers (#76520)
## About The Pull Request

I am today's big loser
Fixes https://github.com/tgstation/tgstation/issues/76509 (partly)
This was caused by my goofy ass not using the correct proc for the
VARIABLE movespeed modifier that is the bodypart one.
Additionally slightly changes some bodypart code that bothered me by
using signals even though it was just... not really necessary? And kind
of confusing?
## Why It's Good For The Game
Bugs are bad they make you mad
## Changelog
🆑
fix: Bodyparts that should slow you down, will slow you down.
/🆑
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Xenomorph/Alien Rework 2023: Part 1 (#75286)
## About The Pull Request
Alternative to #75277
Kept you waiting, huh?
This PR is the first part of a Xenomorph rework which seeks to make the
big lugs more balanced and up to date with /tg/'s current design. This
mainly involves curtailing xenomorph's infamous hardstuns into more
interactive forms of combat, while also giving some buffs to the
xenomorph's more unique abilities in order to keep them threatening.
Part 1 will focus on simple number changes and some simple mechanic
changes. In the future, changes will be made to endgame involving
xenomorphs, along with changes to other facets of Xenomorphs.
Highly based off of #55937.
Changes:
- Xenomorph disarm has been completely reworked. While a disarm will
attempt to, well, disarm, a human opponent should they be holding
something, it will no longer immediately hardstun targets when they
aren't. Instead, the xenomorph will shove the target several tiles back
and inflict 35 stamina damage. If the target slams into a wall, this
will also come with the added effect of knocking them down. If a human
is incapacitated, however, right click will slam them into the ground,
which paralyzes them for a lengthy 5 seconds (which is ultimately half
the time xenos could stun you for before), allowing for safe transport
back to the nest as long as you keep them close.
- Humans can now shove xenomorphs. Due to being the superior predator,
however, you can't knock down xenomorphs from shoving. You can slow them
for a little bit akin to humans though.
- Neurotoxin no longer is a hardstun. Instead, it deals 50 stamina
damage on contact. It is still resisted by BIO armor.
**HUNTER:**
- Speed reduced from -1 to -0.3.
- Pounce speed is twice as fast as before (1 to 2)
- Hardstun time on pounce reduced from 10 seconds to 5 seconds.
Hunters being insanely fast has been a major balance-ruining factor of
xenomorphs for many years now. These buggers could practically ambush
anyone, hardstun them immediately, and then leave before anyone could do
anything. Now, with their speed nerfed and in combination with the xeno
shove changes, hunters will need to spend more time to down a target.
Their pounce was practically useless, so its been sped up in order to
make it more practical to use.
**SENTINEL**
- Speed reduced from 0 to 0.2
- Cloak alpha reduced from 0.75 to 0.25 (you're more hidden now)
Sentinels receive a large nerf in regards to their spit, but their
before useless cloaking ability has been greatly improved upon as
compensation. They now serve better as defenders and ranged ambushers.
**XENOMORPH DRONE**
- No changes
As in the original PR, drones are perfeclty balanced in my eyes, so no
changes were required.
**XENOMORPH PRAETORIAN**
- Speed increased from 1 to 0.5
- No changes
Praetorians get affected by the nerfs of the other xeno abilities, but
now they're a bit faster in order to close the gap to use their
abilities.
**XENOMORPH QUEEN**
- Speed increased from 3 to 2
- Health increased from 400 to 500
- Damage increased from 20 to 50
Xenomorph queens have been sped up and made more tanky and lethal in
close-range combat. Fighting this beast up-close should be a death
sentence to almost anything else in the game. Speed increases will help
her re-position and close the gap on potential prey.
**OTHER CHANGES**
- Fixed a bug where simplemobs didn't actually use xenomorph's damage
values when they were attacked by them.
## Why It's Good For The Game
Xenomorphs are old, and haven't been updated for quite a long time. This
has left them as sources of a bunch of hardstuns which made counterplay
from a modern spaceman extremely difficult. With these changes, fighting
xenomorphs is more interactive and should end up being more enjoyable
for both crew and xenos. Buffs were also given out to incentivize usage
of xenomorph's unique abilities as opposed to the standard disarm spam
which was most effective for them until now.
## Changelog
🆑
balance: Xenos have been rebalanced, removing their hardstuns on their
disarm and neurotoxin, along with a slew of other changes. Xenos have
received buffs to their more unique abilities in return.
fix: Fixed simplemobs ignoring xenomorph's melee damage values when
being attacked by them.
/🆑
* Xenomorph/Alien Rework 2023: Part 1
---------
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Various spider fixes (#76528)
## About The Pull Request
Fixes#76484
Then I noticed some weird stuff which slipped through the PR and poked
at that too.
- Spiderlings and Spiders once more have names ending in (###)
- Removed an unused property on Spiderlings.
- Rewrote the descriptions for a bunch of web-abilities and web-objects
to be clearer and have better capitalisation.
- Refactored the "Web Carcass" ability to not extend from "lay web" as
it didn't need to perform most of that behaviour.
- Also I renamed it and made the description give you a hint about why
you would want to instantly spawn a statue.
- The web effigy now despawns at the same rate as the ability cools down
so you're not dumping spider statues all over the place.
- I made spiderlings move at about the same speed as humans except if
they're on webs in which case they're still pretty fast.
To be honest I am not certain an instant statue spawning button is great
to begin with and I didn't even know it was added to the game but I am
not interested in messing much with the balance for now.
This made me look at spiderlings enough that I'm going to try and make a
new sprite for them that isn't awful.
## Why It's Good For The Game
Lets you differentiate individual spiders a little bit.
Makes usage of abilities clearer.
## Changelog
🆑
balance: Guard spider web statues despawn as the ability comes back off
cooldown.
balance: Spiderlings now only move at light speed if they're on webs,
stay safe little guys.
fix: Spiders once again have random numbers after their names.
/🆑
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.
This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.
To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.
## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.
Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.
## Changelog
🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
* Expanding the Experimental MODsuit Bepis Node with three new modules.
* update modular, I hate this file btw
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Station Trait: Spider Infestation (#73893)
## About The Pull Request
Hate having your cables eaten by mice? Nanotrasen have heard your
complaints and settled on a natural, _organic_, and eco-friendly
solution.
When this station trait is active, roundstart and event mouse spawns
have a chance to instead be replaced with duct spiders (both will exist,
it doesn't remove mice).
Duct spiders are largely harmless to humans, actively hunt other
maintenance creatures (such as mice), and have only one _tiny_ downside.

These mobs can also sometimes be spawned by a minor scrubber clog event.
As a side note, all spider basic mobs with AI (except Araneus) will now
try to automatically fill a small area around them with webs.
Also I made it so that mobs will ignore their random_walking behaviour
if they're engaged in a `do_after`, just in case.
## Why It's Good For The Game
Adds a little bit of variety to things which can slightly annoy you in
maintenance.
Spiders will automatically make places they live in look like spiders
live there.
## Changelog
🆑
add: A station trait which sometimes populates maintenance with small
spiders. You can wear them as a hat if you wanted to have a spider on
your head for some reason.
add: Spider mobs will automatically start webbing up their environment.
/🆑
* Station Trait: Spider Infestation
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Buffs implanted mining organs (#71863)
## About The Pull Request
In [70546](https://github.com/tgstation/tgstation/pull/70546) I added
some new implantable organs to mining creatures which didn't drop
anything on death.
I didn't really want these to make miners way better at station PvP so I
gave them some pretty hefty downsides.
I went too far and this meant nobody would ever implant one of them
ever, which sort of negates the point of adding it.
The implanted Brimdust Sac has now been redesigned.
It no longer sets you on fire if activated on the station, nor does it
explode if you catch fire.
Instead, if you're in an unpressurised environment (like space or
Lavaland) it will add one stack of the buff every 30 seconds
automatically.
The buff still does reduced damage on the station _and_ hurts you as
much as it hurts anyone else. In addition, instead of catching fire, you
will be slowed for four seconds.
Additionally I cut the cooldown for both organs in half because there
wasn't really any reason for it to be that long.
## Why It's Good For The Game

Encourages miners to go interact with medbay in between delivering ore,
while they're waiting for their shit to get posted.
Now when someone indignantly posts "When was the last time there was a
mining _buff_" in #coding-general you can link them to this PR.
## Changelog
🆑
balance: Rush Gland and Brimdust Sac can be used more frequently when
implanted.
balance: An implanted Brimdust Sac will stack the buff on you
automatically while on lavaland. Triggering the buff on the station will
make you walk slower for a short duration.
balance: Implanted Bimrdust Sacs no longer set you on fire, nor do they
explode if you catch fire.
/🆑
* Buffs implanted mining organs
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Brimdemons & Lobstrosities drop (slightly) useful organs (#70546)
Goliaths, Legions, Watchers, and (as of recently) Bileworms all drop
something vaguely useful when they die.
Brimdemons and Lobstrosities do not. This PR aims to fix that, so that
there's at least some vague benefit to hunting them.
In this case it takes the form of organs you get when you butcher them,
similar to the regenerative core from Legions.
As they're similar to the regenerative core, I modified the regenerative
core to extend from a new common "monster core" typepath which these two
new organs also extend.
Like the regenerative core, both of these items do something when used
and something slightly different if you go to the effort of having
someone implant them into your body. They also decay over time, and you
can use stabilising serum to prevent this from happening.
https://user-images.githubusercontent.com/7483112/195967746-55a7d04d-224e-412d-aedc-3a0ec754db3d.mp4
The Rush Gland from the Lobstrosity lets you do a little impression of
their charging attack, making you run very fast for a handful of seconds
and ignoring slowdown effects. Unlike a lobstrosity you aren't actually
built to do this so if you run into a mob you will fall over, and if you
are doing this on the space station running into any dense object will
also make you fall over (it shouldn't make you _too_ much of a pain for
security to catch).
The idea here is that you use this to save time running back and forth
from the mining base.
The Brimdust Sac from the Brimdemon covers you in exploding dust. The
next three times you take Brute damage some of the dust will explode,
dealing damage equal to an unupgraded PKA shot to anything near you (but
not you).
If you do this in a space station not only is the damage proportionally
lower (still matching the PKA), but it _does_ effect you and also it
sets you on fire. You can remove the buff by showering it off.
The idea here is that you use this for minor revenge damage on enemies
whose attacks you don't manage to dodge.
https://user-images.githubusercontent.com/7483112/195967811-0b362ba9-2da0-42ac-bd55-3809473cbc74.mp4
If you implant the Rush Gland then you can use it once every 3 minutes
without consuming it, and the buff lasts very slightly longer. It will
automatically trigger itself if your health gets low, which might be
good (helps you escape a rough situation) or bad (didn't want to use it
yet).
https://user-images.githubusercontent.com/7483112/195967888-f63f7cbd-60cd-4309-8004-203afc5b2153.mp4
If you implant the Brimdust Sac then you can use it once every 3 minutes
to shake off cloud of dust which gives the buff to everyone nearby, if
you want to kit out your miner squad. The dust cloud also makes you
cough if you stand in it, and it's opaque. If you catch fire with this
organ inside you and aren't in mining atmosphere then it will explode
inside of your abdomen, which should probably be avoided, resultingly it
is very risky to use this on the space station.
* Brimdemons & Lobstrosities drop (slightly) useful organs
* update modular
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Put simply, removes the slowdown from pulling bulky items as well and fireman carrying (and piggyback rides) while in zero gravity.
This also fixes some weirdness, like how slowdowns from aggressive grabs are negated in zero g, but because bulky_drag is NOT negated, you can still be slowdown in zero gravity if your target is laying down. or in a neck grab or higher because they are then automatically floored. Which makes zero consistant sense given the context.
Also, while testing this, I noticed that it was faster to drift while pulling a bulky object in space rather than fly with a jetpack because of the slowdown and how drifting works, which also makes no god damn sense. This should fix that too.
Fixes the consistency errors mentioned above, also adds an interesting change of game state in zero gravity which seems fun. (see: faster to drag away downed friendlies during a space battle, or perhaps kidnap a downed enemy)
Fixes#62600 (aggressively grabbing a body in space makes you move faster than passively grabbing them)
You can now pull bulky things in zero gravity at full speed
The slowdown from neck grabs is now properly negated in zero gravity.
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
* Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* nitryl and stimulum merge in nitrium (#62061)
This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)
Less rare gases, going towards a better atmos gameplay loop
* nitryl and stimulum merge in nitrium
* Fixing blackmesa
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Drugs of the 26th century. Three new hella rad drugs, one less lame drug and more!
* Update traits.dm
* Update maint_loot_trash.dm
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Replaces morph set_varspeed() calls with movespeed modifiers. Better it up. (#60154)
Fixed morph speed being slower while undisguised and some old code related to it.
Fixes#57202
(All you need to do is to disguise yourself once and undisguise. You are now about half as slow as you were prior in each form.)
* Replaces morph set_varspeed() calls with movespeed modifiers. Makes it better.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* [READY] Space Dragon Quality Improvement Update (#57942)
qol: Space Dragon's gust attack is now tied to right click instead of an ability button
balance: Space Dragon has received numerous balance changes, most notably that Space Dragon will stall the shuttle until it loses or completes its objectives
fix: Fixed numerous bugs with Space Dragon, most notably the rifts not vanishing after Space Dragon's death
soundadd: Space Dragon now has a custom roar for dying and winning
imagedel: Deleted now unused Space Dragon ability icon
refactor: Space Dragon's speed changes are now controlled using movespeed modifiers instead of direct speed adjustments
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* [READY] Space Dragon Quality Improvement Update
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Reworks the champion's hardsuit (#55337)
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect
* Reworks the champion's hardsuit
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Merge pull request #53013 from Ghilker/reactions-go-BRRRR
The scope of this PR is to add new and interesting stuff to the atmos crew and to bring more people to it both old and new.
This PR adds 5 new gases, a bunch of reactions (i'm still working on this but suggestions are useful), new recipes and items to the atmosians arsenal. These gases have high utility for everyone, atmosians will find them useful to do their job both as firefighters and air maintenance.
FINAL GAS NAMES (will change only if a maintainer ask about it)
Healium
Proto Nitrate
Cyrion B
Halon
Hexane
reactions avaiable in this PR: https://drive.google.com/file/d/1e6DZlBaKSCNdCADKnrH3F3aDWvl0iZr4/view
What the PR add:
-Healium: a red gas, stronger than n2o if breathed, with healing properties
-Proto Nitrate: a green inert gas if breathed but with different reactions with various gases at high temperatures
-Cyrion B: a black deadly gas if breathed that decompones very fast if exposed to N2 even at minimal amounts
-Halon: a light blue gas that when used in a fire it will suck up the O2 and will help cool the room, helping fighting the fire
-Hexane: a purple gas that has the ability to filter from the air plasma and n2o, useful to clean distro from the harmful gases quickly
-Healium Crystal: a reddish crystal that when broken will explode cooling the room and removing the plasma from the air (act like a grenade)
-Proto Nitrate Crystal: a greenish crystal that when broken will explode refilling a space with O2 and N2
-Cyrion B Crystal: a blackish crystal that when broken will explode dealing damage around it
-Metallic hydrogen recipe addition (atmosian armor and fireaxe)
-Statue of an elder atmosian (for bragging rights)
-Supermatter Interactions
-More gas interactions (Roinnel have multiple and different interactions)
-New RPD device: the pressure valve, a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure it's getting atomized
-Fusion is a bit "easier" to start (minor changes to the math so that the instability is more reasonable)
-pluox can be also made without using rads
-cyrion-b bounty
-all 5 gases can be sold to cargo
More stuff needs to be added (like the SM interactions(added) and probably more reactions and breathe reactions)
Please leave suggestions and feedbacks as it helps improve the PR
Atmos desperately need more content and need to be proactive in the making of its tools, with this PR is a start to more atmos content
🆑
add: hydrogen + rads = trit
add: 5 new gases
add: Healium : made from Bz + Freon + cold, it knocks people down but have healing properties
add: Proto Nitrate : made from pluox and H2 + heat, it has different reaction with a bunch of other gases
add: Cyrion B : made from hypernoblium + stimulum around 0°C, it has heavy damage if breathed but is decomposed rapidly by N2
add: Halon : made from bz + trit + cold, it reacts with O2 at high temperature removing it and cooling the air, helping putting out fires
add: Hexane : made from bz + H2 + cold, it reacts with plasma and n2o and removes them from the air mix, filtering them.
tweak: stimulum no longer require plasma
add: canister sprites, gas sprites
add: crystal from gases formation and reaction
add: new metallic hydrogen recipes
add: elder atmosian statue
add: supermatter interactions
tweak: minor changes to fusion math to make it "easier" to start
add : pluoxium can be also made without using rads (not removing the rad production one) (this also produces a minimal amount of h2)
tweak: lowered hypernoblium min temperature of reaction
tweak: metallic hydrogen production more common
add: cyrion-b bounty
add: all 5 gases are up to selling
/🆑
* Add 5 new gases, related interactions/items/content, changes parts of fusion
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
* [READY] Vatgrowing: Third time's the charm
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* Just freon addition, no removal nor fire. Maybe unbalanced
* fixes
* material properties addition, removed from the object itself
* added admin and game logging to hot ice
* Typos
* made the component more generic
* other typos, some fixes
* typos and balancing
* better code readability
* dunno
* merge error and travis build errors fixes
* asked changes, fixes and balancing