## About The Pull Request
- Rebuke effect (from god's eye and lobstrocity claw trophy) now works
on basicmobs, increasing the cooldown on their ranged attacks just like
it does for simplemobs.
- Bileworm spewlet trophy shots no longer hit your allied mobs, as
previously this would cause you to constantly hit your own
raptor/minebots/NODE drones, making it actively detrimental in some
situations. Its shots now deals brute damage instead of burn, as
otherwise its damage was reduced by 70% due to innate projectile
resistance of lavaland mobs, making it deal measely 6 damage every 10
seconds.
- MOD sphere module bombs now properly aggro lavaland mobs, as
previously they only worked on simplemobs (also fixed a direct
assignment to the blackboard in legionnaire spine code).
- They also no longer deal damage to minebots and NODE drones.
- Afterimages from the ice demon and their trophy can now be passed
through, although hostile AI would attempt to avoid doing so. This way
the trophy should no longer be an active detriment to players, and
demons themselves should be less jank to fight.
And if you're a heartless enough bastard, you can kill and butcher your
raptor to get a new raptor feather crusher trophy, which allows your
destabilizer shots to phase through your allied mobs similarly to
passthrough mods for PKA.
<img width="174" height="125" alt="Aseprite_3Olcd7oyVJ"
src="https://github.com/user-attachments/assets/99d7eebb-e36d-428b-aa48-f1261a173ca1"
/>
## Why It's Good For The Game
These changes should make vent defense more bearable, as right now its
very easy to accidentally damage and kill your own drone due to them
being hit by all AOEs in miner arsenal.
- Rebuke - should probably work on basicmobs as only remaining
simplemobs on lavaland are megafauna
- Bileworm spewlet - its a joke of a trophy at 6 damage as it has a 10
second cooldown, and it hitting your allies made vent defense much
harder than it should've been
- Sphere changes - should make bombs not kill your NODE/mining drones,
aggro helps prevent cheese.
- Afterimages - the trophy can end up bodyblocking you, this change
should make it less of a pain in the ass to use the trophy and to fight
the demons themselves.
- Raptor feather - useful for vent defense when you're using minebots or
have dismounted your raptor, right now its a pain for reasons mentioned
above
## Changelog
🆑
add: Added a raptor feather crusher trophy which makes your crusher
shots go through your allied mobs.
balance: Rebuke effect from lobster claw trophy and the eye of god now
applies to basicmob attacks
balance: Bileworm spewlet's damage is no longer reduced by 70% when
hitting lavaland fauna, and it no longer can hit allied mobs
balance: Sphere MODule bombs no longer hit NODE drones and minebots
balance: Ice demon/ice demon cube afterimages can now be walked through
by players
fix: Sphere MODule bombs now aggro basicmobs hit by their explosions
/🆑
## About The Pull Request
Was missing a source arg, thus trying to get mob's bonus_value var and
runtiming.
## Changelog
🆑
fix: Fixed watcher crusher trophies not applying their effects on
basicmobs
/🆑
## About The Pull Request
Adds a new Retcon smite, it makes the person fade out into nothingness
with a configurable timer, deletes their records and reopens their job
slot, as if they were never there at all.
I was also annoyed that to play around with temporary_atom I had to
slowy add a component, and it doesn't really have much of a reason to BE
a component, so I refactored it into an atom level proc called
fade_into_nothing
## Why It's Good For The Game
The smite is useful for when you wanna get rid of someone who had to
leave roundstart and whatnot, on top of just being funny. the refactor
is also good because i can now put that proc on build mode and go to
town.
## Changelog
🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
currently, the watcher trophy has no effect on 95% of the lavaland mobs
since theyve all been refactored to basic mobs, this rectifies that
## Why It's Good For The Game
Fixes the watcher trophy not working on basic mobs
## Changelog
🆑
fix: Fixes the watcher trophy not working on basic mobs
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Fixes#79921
Otherwise, on the tin. Attack mode is for attacking, scouting mode is
for scouting. We were listening for clicking and stuff like that but it
was still failing somehow so this is le fix
## Why It's Good For The Game
You aren't supposed to shoot in this mode, only scout.
## Changelog
🆑
fix: Ranged Guardians (Holoparasites/Power Miners/etc.) can no longer
use ranged attacks in scouting (incorporeal) mode.
/🆑
## About The Pull Request
Removes the "overwatch" ability from Watchers, allowing them to use
their "look away" ability at any health threshold instead (but only if
it's been fighting you for at least 5 seconds or if you attack it).
Drops the cooldown on the gaze a little bit to compensate.
Also fixes some weird behaviour I noticed while testing:
- It won't cancel its own ability by trying to back away from you.
- It will look at you when it shoots you.
## Why It's Good For The Game
I was cooking too hard with this one.
- Two abilities overcomplicates what are supposed to be a pretty simple
mob you fight in packs.
- It wasn't obvious what you were actually supposed to do when
targetted.
- Doing it wrong could be very punishing in groups.
- Doing it _right_ was still kind of unexciting.
This is an ability to give to an elite, not a random trash mob.
## Changelog
🆑
balance: Watchers will no longer put you at gunpoint.
/🆑
## About The Pull Request
the burst attacks wasnt working because a cooldown in the ranged
component qwas added recently. this now moves the burst attacks option
to the component itself so even sapiant player mobs can use these burst
ranged attacks
## Why It's Good For The Game
fix basic mobs ranged burst attacks
## Changelog
🆑
fix: basic mobs can now use ranged burst attacks
/🆑
## About The Pull Request
Fixes: #76815
The shells the basic syndicate mobs were dropping were not actually
unspent, but they were not updating their description. They do that now.
## Why It's Good For The Game
small bugfix
## Changelog
🆑 Seven
fix: Syndicate ranged mobs (and probably other basic mobs) properly
update their shell's description to show they are spent.
/🆑
## 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.
/🆑
## About The Pull Request
Atomised change from a different PR I am working on.
This changes the basic mob ranged attacks element into a component so
that it can also track an attack cooldown on the mob, preventing it from
firing until the cooldown is complete.
This was possible with simple mobs but wasn't kept going forwards when
converting things to basic ones.
## Why It's Good For The Game
Ideally player and mob behaviour should be unified as much as is
realistically possible. Currently mobs which are designed to fire a
powerful weapon slowly can blast as rapidly as the click cooldown if
placed under control of a player, which is not ideal.
This isn't currently aligned for melee attacks either but I will look at
that later.
## Changelog
🆑
fix: Player-controlled basic mobs with ranged attacks can now only fire
about as fast as AI-controlled ones.
/🆑