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## About The Pull Request
Closes https://github.com/Bubberstation/Bubberstation/issues/2245
We need to make sure the args match human args.
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## Why It's Good For The Game
bugs bad
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## Proof Of Testing
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<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/8c6684de-e7da-4b58-848c-1e312e4efb6a
</details>
## Changelog
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🆑
fix: Nagas no longer play human footsteps
/🆑
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## About The Pull Request
Split off from https://github.com/Bubberstation/Bubberstation/pull/2125
with just the medical portion of the balancing.
## Why It's Good For The Game
Makes the price of the packs better align with the cost of production
and the vending machine prices.
## Proof Of Testing
We've TM'd it a bunch.
## Changelog
🆑 LT3
balance: Balanced company imports DeForest Medical section
/🆑
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## About The Pull Request
I am dumb and nobody checks my code, and unconditionally trusts me.
Fixes blood thickening point gain
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## Why It's Good For The Game
Bloodsuckers can't level past 3
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## Proof Of Testing
Tested ingame
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## Changelog
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🆑
fix: Bloodsuckers now get blood thickening points
/🆑
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## About The Pull Request
Removes the malus for blood level gain for drinking from ghouls/vassals,
as it's just unnecesary as feed already prevents from drinking too much
from non-unique people.
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## Why It's Good For The Game
It's a big too tough and kind of punishes for making ghouls/vassals,
which I don't want
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## Proof Of Testing
Compiles
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## Changelog
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🆑
balance: Drinking from ghouls/vassals as a bloodsucker is no longer is
1/4th less effective than drinking from non ghouls/vassals
/🆑
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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
We already have a boat-load; why not more?
**Blueshield:**
- Command Protection Officer
**Detective:**
- CID Officer
**Nanotrasen Representative:**
- Corporate Consultant
**Security Officer:**
- Security Specialist
- Defense Contractor
**Shaft Miner:**
- Dredger
- Contract Miner
I have not tested this. It _shouldn't_ have issues, given it's just a
few more alt-job names, all properly formatted.
## Why It's Good For The Game
It gives players more options as far as who they feel they're playing
as. I know there's a Security Union, for example, that may want to be
represented differently.
## Changelog
🆑 Bangle
spellcheck: Added some alt titles
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
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## About The Pull Request
Adds surgical medkit to cargo goodies
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## Why It's Good For The Game
Items you can only get at roundstart are bad, ackshually
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## Proof Of Testing
i ran it, it works, it's a really simple change
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## Changelog
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🆑
add: you can buy the surgical medkit in cargo now
/🆑
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---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
TG now has the medsecHUD upstream, removes the modular Bubber version.
Instead applies the bluesec SR icons to the variants.
Adds the medic vest/labcoat to the orderly garment bag
Reduces the amount of full spare Orderly gear sets from 2 to 1.
## Why It's Good For The Game
- Code/item duplication
- Orderly drip
## Proof Of Testing

## Changelog
🆑 LT3
code: Bubber medsecHUD replaced with TG version
add: Medic labcoat/vest added to Orderly garment bag
/🆑
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## About The Pull Request
Allows for the prioritizing of silicon jobs (AI/Cyborg) so they show up
on the join menu, you cannot add or close slots, and it can be
downloaded and used as long as you have Robotics Access on your ID
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## Why It's Good For The Game
Every other job can be prioritized, these two should be able to be as
well
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## Proof Of Testing


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## Changelog
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🆑
add: adds silicon manager pda app
/🆑
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---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
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## About The Pull Request
An effort to diversify and enhance the sprites of Sec weaponry. See
[this](https://github.com/Skyrat-SS13/Skyrat-tg/pull/23424#issuecomment-1722751802)
for my extensive reasoning and breakdown of _why_ I believe this to be
the correct course of action.
To clarify what's changed:
1. The Marksman Rifle
2. The LMG
3. The Carbine
4. The Battle Rifle
5. The Sindano
6. The Renoster

I have not tested this PR. **Through faith alone**, the sprites will
prevail.
## Why It's Good For The Game
Because the original sprites all had the same silhouette and
color-scheme and were in need of significant change.
## Proof Of Testing
I did no testing. Reference this:


## Changelog
This bounces off of
[this.](https://github.com/Bubberstation/Bubberstation/pull/2168).
Finally added carbine sprite.
🆑 Bangle
image: added/modified/removed some icons or images
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
Adds two emotes, squeal and tailthump. Mainly meant for lizards but
they're just fun sounds in general. Sounds graciously "borrowed" from
Shiptest.
## Why It's Good For The Game
*tailthump(x99)
## Proof Of Testing
See attached video. Compiles and runs.
## Changelog
🆑
add: Added *squeal emote
add: Added *tailthump emote
sound: Added sounds for *squeal and *tailthump
/🆑https://github.com/user-attachments/assets/bbf86a72-2de7-4447-a6d2-afb25006cb2d
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Title.
## Why It's Good For The Game
My love of VTM cannot stand things such as 'blah-sucker', 'vassels' or
'archive of the kindred'.
The Blah-Sucker language has been renamed to Enochian, reflecting the
First City of Vampires, Enoch, in the land of Nod east of Eden where the
Dark Father Caine was exiled from.
(Front facing) mentions of vassels have been replaced with the accurate
Ghoul. They drink vitae to establish a bond with their master, not
blood, vampires do not produce blood, they drink vitae.
The Archive of the Kindred has been replaced with the Book of Nod. Well,
a version of it. Cainites are protective of the hidden knowledge kept
within and would be unhappy with the mortals (you) having a copy.
Objectives have been re-written to mention lore aspects.
## Proof Of Testing
🆑
spellcheck: Various Bloodsucker things have been renamed after the
Inconnu paid a visit.
/🆑
---------
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
This PR intends to do two things:
One, make it so that the Security Medic requires medical hours to play,
and
Two, make it so that the Security Medic only offers medical hours,
rather than Security hours, so it does not count as playing sec for the
purposes of unlocking HoS or Blueshield.
Currently, only the first change is completed.
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## Why It's Good For The Game
This will mean Security Medics are not used to grind out important roles
without acquiring the proper experience, and that Security Medics take
the time to ensure they are skilled in medical before they play security
medic.
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## Proof Of Testing
TBA
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## Changelog
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🆑 ReturnToZender
bal: Security Medics now require medical hours to unlock.
bal: Security Medic experience alone is now no longer accepted by the
DAP or Security Chief programs.
/🆑
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(Hopefully)
## About The Pull Request
As the title implies.
## Why It's Good For The Game
Surely an anthro could be a zombie aswell, so i say let them.
## Proof Of Testing
Uh- *Im sure it will be fine*
## Changelog
🆑
add: HFZ can have digitigrade legs now.
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
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## About The Pull Request
When right clicking on an airlock, every AI on station level, as well as
their shell (if they are deployed into one) will get a chat message
where if they click on the airlock requested, a pop up will come out
allowing them to open the door without looking.
Also moves all the borg files into a overarching silicon file
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## Why It's Good For The Game
QOL for AIs in and out of their shells, no longer needing to leave my
ERP scene to open a door.
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## Proof Of Testing


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## Changelog
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🆑
qol: AIs can open doors without looking
/🆑
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---------
Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Some balance adjustments for the Shadekin species. It's pretty
frequently said that Shadekin are very powerful, so this PR seeks to add
a little extra burn damage. Also fixes some typos and adds unique perk
icons for the species select screen so new players know about all their
benefits and maluses.
## Why It's Good For The Game
Strong species traits while few other species aren't comparable in
strength is bad. Also making Shadekin take like 50% more damage is bad,
so this should be a good middle ground.
## Proof Of Testing
Compiled in VSCode and tested in selfhost, runs with no errors.
## Changelog
🆑
balance: Increased Shadekin bodypart burn damage received from 10% to
20%
spellcheck: Fixed some desc typos in shadekin.dm
fix: Removed doubleup eyes organ in shadekin.dm
/🆑
---------
Co-authored-by: Aroliacue <avaylaiss34@gmail.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
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Add central donor item
https://github.com/NovaSector/NovaSector/pull/1136
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## Why It's Good For The Game
Moth PR
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## Proof Of Testing
I am the test
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## Changelog
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🆑
add: Centralsmith Donor Item
/🆑
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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
Does as the title explains, reduces the amount of targets from 6-10 to
5-6 (technically seven is the maximum based on certain pop requirements,
but those are an edge case and will hardly ever come into play)
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## Why It's Good For The Game
The original PR to double sacrifices was due to various issues with both
the antagonist itself and systems surrounding it (i.e Storyteller making
it as common as traitor and spy, two antagonists who are a lot less of a
threat comparatively), most of which have been remedied by recent
changes such as
[PR#2079](https://github.com/Bubberstation/Bubberstation/pull/2079), the
various nerfs to Path of the Exile, as well as recent policy changes
encouraging Heretics to engage in roleplay rather than immediately go
for their greentext. As it stands, ascension is defacto removed unless
the player actively decides to ignore roleplay entirely and go for
murdering an obscene amount of people, which just shifts the issue from
ascensions to instead encouraging bad behavior. Heretics without the
ascension is essentially just magic flavored traitor, which kind of
kills the point of the antagonist, and most of the issues regarding the
original PR were fixed or remedied in some regard.
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## Proof Of Testing
Code compiles, game runs.
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## Changelog
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🆑
balance: Set Heretic sacrifice target amount to 5-6.
/🆑
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resprites the protogen snout to look like a visor, rather than a snout
Adds a new snout, called the Cat snout.
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## Why It's Good For The Game
Makes the protogen visor eye candy and not doodoo dogshit, as well as
adding a new "Cat" snout. More customization is always good.
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## Proof Of Testing


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## Changelog
Changes protogen snout sprite
Adds a new Cat snout.
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🆑
Added: New cat snout
image: added/modified/removed some icons or images: Changed protogen
snout sprite.
🆑
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---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Same as https://github.com/Skyrat-SS13/Skyrat-tg/pull/29682, but on a
repo that is active.
Adds the Enhanced Roleplay Check protection to the radiation storm and
scrubber overflow events.
In the case of radiation storms, the protection is only triggered if the
dorm is occupied at the time of event init. (No cop-out running into a
dorm after you hear the announcement! Find a real maintenance hallway,
scrub.)
Additionally, only plays the giant red warning text only if you are in
an area that will be impacted by the radiation, so that people aren't
second guessing if the area they are in is protected or not.
## Why It's Good For The Game
Getting mutated and/or dying while in the middle of enhanced roleplay
tends to interrupt the intended roleplay
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 LT3
code: Radiation storm warning only sent to players who are in an area
without radiation protection
balance: Occupied dorms are protected from radiation storms and
scrubbers
/🆑
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## About The Pull Request
Fixes malk's not getting their objective when a bloodsucker breaks the
masq, replaces nullchecks with qdeleted checks in a few places, gohome
checks that those who see the vampire are conscious, and makes
bloodsucker healing code not do multipel update_health check
Partial port of
https://github.com/Monkestation/Monkestation2.0/pull/3534 and full port
of https://github.com/Monkestation/Monkestation2.0/pull/3512
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## Why It's Good For The Game
Fixes are good, especially for fixing features that should work
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## Proof Of Testing
Went ingame and made sure it worked by proccalling break masquarade
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## Changelog
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🆑
fix: Malkavians will now actually get a notification and a objective
once a bloodsucker breaks the masquarade
/🆑
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Co-authored-by: Swift <jackwars4@gmail.com>
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## About The Pull Request
This PR will convert the vetted system to SQL. It will populate the with
entries from the old config file, and then that file can be safely
removed after it is imported. Also adds three verbs, one to force a
conversion, one to add, and one to remove a ckey from the database. The
admin who adds a user is record in the DB.
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## Proof Of Testing

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## Changelog
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🆑
refactor: Vetted system is now using SQL and improved.
/🆑
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---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
Title. Fulfils bounty 13 of
https://github.com/Bubberstation/Bubberstation/issues/2084
## Why It's Good For The Game
I like money.
I left the magician's storage because it's technically got unique stuff
to store.
## Proof Of Testing
It works.
## Changelog
🆑
del: Removed storage from (nearly) all the Bunny Suits
/🆑
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## About The Pull Request
Adds a technode for several pieces of equipment used by the dauntless,
same deal Tarkon has where its round start and by default not accessible
to the station. Also hopefully gets the interdyne stuff setup to be
properly modularized.
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## Why It's Good For The Game
Means equipment can be replaced or have additional stuff created. Also
faction themed stuff with the pins and additional comms key access to
deal with a headache borgs have had. Also creates an incentive for
dauntless not to upload their tech to the station.
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## Proof Of Testing
It compiles and work, I'll post a screen shot or three later when I'm
not working on the interdyne replacement map. Poke me if I forget.
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## Changelog
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🆑
add: Thanks to the effort of syndicate engineers, you can now reproduce
the interdyne cargo equipment as well as firing pins and headsets
complete with comms key! Don't let it get stolen by NT!
/🆑
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## About The Pull Request
This PR allows you to control your name when spawning as an ERT without
randomized names. Ever wanted your own Emergency Response OC? Now you
can make one.
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## Why It's Good For The Game
More customization = Good. Also check out the examples.
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## Proof Of Testing



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## Changelog
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🆑 ReturnToZender
add: You can now control what your name is, when you spawn as an ERT.
/🆑
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## About The Pull Request
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Some general changes and bug fixes required to keep research modules
usable.
Also added on some quality of life features such as a material bag and a
xenobio bag
Changed some the assembly items to be under circuits gripper.
Fixes some issues with not being able to repair synths and moves
surgical drapes and bonesetter into a new small omitool.
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## Why It's Good For The Game
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In the current state of the research module it is broken and has lots of
issues this PR is to fix some of it's issues.
## Proof Of Testing
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Trust me bro I compiled it and tested it locally.
This is the new image of a fully upgraded research borg looks like.

## Changelog
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🆑
add: cut down omitool a small upgrade for the scanner
del: Removed old things
qol: made research borgs actually able to revive and work on synths
balance: research cyborg grippers
fix: research cyborgs not being able to repair synths. research cyborgs
being able to pick up the nuke disk (oops lol).
/🆑
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## About The Pull Request
Bloodsuckers now no longer level up from sol past level 4, requiring you
to drink sentient blood to progress in levels. Also moves ventrue to
this same system.
Blood thickening points are obtained 1-1 on blood drunk when you are
drinking from players, these points are used for leveling, and the act
of using these points for leveling does not use blood, nor does leveling
in general.
Current blood cost is 40% of total blood cap, with 30% for ventrue.
This calculates based on the total blood volume a bloodsucker can hold,
which at level 1 is 700, thus requiring 280 blood for a level up. At
level 4 this is a cost of 440 blood. I'm tempted to increase the base
requirement to 50%, but I'd like to hear on feedback on that
Also fixes some exploits with candelabrums,
fixes https://github.com/Bubberstation/Bubberstation/issues/1700
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## Why It's Good For The Game
Nobody likes bloodsuckers simply not having to interact with crew to
constantly gain in strength, and just hiding and hiding in coffins to
level up, this should heavily encourage bloodsuckers to drink blood
(their main gimmikc) to gain levels, or you will simply be unable to
level up.
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🆑
balance: The candelabrum is no longer as tough
fix: candelabrum now turns off when unsecured
balance: Bloodsucker no longer level from sol when they reach level 4
balance: Ventrue now can only use blood drunk from sentients to level up
vassals if they wish to level themselves up.
refactor: Refactors how ventrue vassalizing is handled, no longer
copying most of level up code for it.
/🆑
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## About The Pull Request
Nerfs a few too-often used bloodsucker abilities by increasing blood
costs and cooldowns slightly, also makes using haste disable fortitude
if it is active.
brawn bloodcost 8->10, cooldown 9->12 seconds
fortitude cooldown 8-20 seconds, also you will not be able to heal any
brute or burn damage while it is active
The scaling of the damage resist is also halved, no longer is maximum
resistance of 0.3 for brute, 0.5 for burn achieved at level 4, now it is
reached at level 8, changing by 0.05 per ability level
haste bloodcost 6->9, cooldown 12->15 seconds
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## Why It's Good For The Game
Brawn, haste, fortitude, can make a bloodsucker really really difficult
to kill, *especially* when it's in the hands of a skilled player, the
purpose of this PR is to make it harder to combo abilities constantly,
by increasing costs and cooldowns, and removing a combo that removes the
demerits of fortitude, using haste while you have fortitude, that forces
you to walk.
A big issue with cooldowns and their abilties is that the ability
cooldowns get reduced per ability level, so increasesing these cooldowns
is important.
As for the damage resistance scaling change, reaching level 8 is fairly
likely with the current changes, and maximum damage resistance is really
tough to deal with, 4 is quite easy to reach within a average shift.
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🆑
balance: brawn costs 10 blood instead of 8, and has a cooldown of 12
seconds, instead of 9
balance: fortitude now has a cooldown of 20 seconds, from 8, also you
will not be able to heal any brute or burn damage while it is active,
the scaling of the damage resist is also halved, no longer is maximum
resistance of 0.3 for brute, 0.5 for burn achieved at level 4, now it is
reached at level 8, changing by 0.05 per ability level
balance: haste costs 9 blood instead of 6, and has a cooldown of 15
seconds from 12
/🆑
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---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
## About The Pull Request
Updates scrubber overflow list, removing eigenstate, re-adds some of the
easily cleanables (glitter, flour etc) that were removed, as storyteller
now seems to be under control.
## Changelog
🆑 LT3
del: No more eigenstate in scrubber overflows
/🆑
## About The Pull Request
Heretic Transmutation Runes can no longer have Fingerprints.
This does not affect "hidden" fingerprints aka fingerprints for admin
logs.
This does not affect clothing fibers.
## Why It's Good For The Game
It's funny that if you interact with a rune, your fingerprints are
applied to it. This results in heretics getting caught extremely easily
and early. It doesn't make sense to me that interacting with an eldritch
rune would do this.
## Proof Of Testing
Untested.
## Changelog
🆑 BurgerBB
balance: Heretic Transmutation Runes can no longer have Fingerprints.
/🆑
## About The Pull Request
Cleans up storyteller tags and makes minor changes.
- Ensure all events (including disabled) have tags
- Remove events that no longer exist
- Remove duplicates
- Disable Sandstorm as it is an older variant of meteor wave that
happens to destroy the server when it runs
## Why It's Good For The Game
Cleanup and currency with the event controls good. The server falling to
its knees and becoming unplayable during sandstorm is bad.
If one of these disabled events gets re-enabled one day, removes the
chance that the storyteller params don't get set along with it.
## Changelog
🆑 LT3
admin: Storyteller backend updates
del: Disabled sandstorm random event
/🆑
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## About The Pull Request
This adds two security items to the loadout, restricted to Security, and
also updates the multisec vendor to have the new futuristic sec helmets.
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## Why It's Good For The Game
It will make my pony wife happy
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🆑 ReturnToZender (code)
add: The futuristic security helmet is now properly added to the
multisec vendor, and the loadout along with the patrol cap.
/🆑
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## About The Pull Request
Since the title screen covers the active vote status icon, provides a
second vote notification to latejoiners who may have joined after the
first notification.
## Why It's Good For The Game
People stop going "Did I miss the storyteller vote?" / "I just got here,
how do I vote in storyteller???"
## Proof Of Testing

## Changelog
🆑 LT3
qol: New vote reminder notification, enabled for storyteller votes
/🆑
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## About The Pull Request
Literally unplayable.
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your PR mention it. -->
## Why It's Good For The Game
Fixes a typo.
## Proof Of Testing
No.
## Changelog
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🆑
spellcheck: Fixed a typo in the message that appeared when someone with
the Well-Trained perk examined someone with the Dominant Aura trait.
/🆑
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## About The Pull Request
This PR reduces the range of haste to 5
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## Why It's Good For The Game
Hastes has been often complained about being far too oppressive, and one
of the issues is that haste has essentially full range anywhere you can
see,
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## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
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## Changelog
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🆑
balance: The range of haste is now 5 tiles.
/🆑
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## About The Pull Request
Per PR title
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## Why It's Good For The Game
There's a bug which I cannot quite reproduce that causes bleeding to
stay on a bloodsucker, this PR makes bloodsuckers no longer resistant to
wounds as it doesn't quite make too much sense, but makes torporing
properly heal up all wounds,
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## Proof Of Testing
Went in, smote boneless on myself, went in a coffin, had all bones
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## Changelog
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🆑
balance: Bloodsuckers are no longer highly wound resistant, but their
coffins will now heal all wounds
fix: Should fix the issue with bloodsucker bleeding staying active
forever
/🆑
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## About The Pull Request
Overhauls requirements for Anomaly Refinement, and removes some limits
and implements some more.
The Anomaly Refiner now:
- Has new sounds to indicate stages of the refinement process.
- Requires 1.21 Megawatts of power per core implosion of the machine.
- Takes 1 minute to refine a core.
- No longer shakes the station or makes a loud noise.
- Has a minimum requirement of 25% of the bomb cap to successfully
refine, which increases with each core used. This increasement
diminishes over time.
- Has unlimited uses.
## Why It's Good For The Game
The station shaking for 5 minutes straight while the scientist refines
cores all in one go was excessively annoying. The limitation for anomaly
cores was also arbitrary, especially considering that a lot of objects
require cores and on some rounds you get a lot of anomaly spawns while
others you don't.
This PR should fix all of the above and add some extra depth to the
mechanics of the anomaly refinement process so it isn't just "make 20
maxcaps in one sitting then use all of them to make cores while the
station complains about excessive explosions"
## Proof Of Testing
I tested it. It just werks :^)
## Changelog
🆑 BurgerBB
balance: Overhauls requirements for Anomaly Refinement, and removes some
limits and implements some more.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Swift <jackwars4@gmail.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
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## About The Pull Request
Refactors bloodsuckers powers heavily and changes around a lot of few
powers work and even removes a lot of copypasta from tremere powers.
fixes#1384
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## Why It's Good For The Game
Currently Tremere is pretty meh compared to other bloodsuckers, and
bloodsucker powers use a lot of code that actions now implement
themselves.
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## Proof Of Testing
I basically test almost every change, as part of how I work, obviously
not completely thoroughly thus testmerges,.
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## Changelog
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🆑
refactor: Heavily refactors how bloodsucker powers function.
refactor: Tremere powers no longer have subtypes for each level.
add: Completely redoes how bloodsucker ability descriptions, both the
longer antag panel and the action button hover over, they will actually
tell you actual values that the game itself uses for damage, cooldowns,
and effect durations
balance: Tremere powers can now level up as far as you want.
balance: Mesmerize is heavily reworked, now it no longer forces both
parties to stand still for it to work, but it is obvious to the victim
when used, however the victim is muted for the duration of the spool up,
and will stun and mute normally if the do_after completes.
add: Mesmerize now has a secondary that allows you to mute and confuse
your victim that happens on a right-click,
dominate, the tremere's version instead knockdowns.
add: Tremere's dominate now has a visual timer for temporary vassals,
visible only to the master's vassals and the master themselves.
balance: Tremere's dominate now only requires level 2 to create
temporary vassals, but the duration now scales with the level. It now
requires the potential vassal to have more than 336 blood, and will use
it all up once the duration ends, effectively making it only usable once
per person.
balance: All tremere powers can now level up past level 4
balance: Thaumaturgy is heavily reworked, it now has a charge system,
and while the projectile deal less damage, you can shoot a lot more of
them, and the projectiles will seek towards any non-vassal mob near
where you cast it.
refactor: Separates bloodsucker ability bitfields and action bitfields
to avoid overriding eachother
balance: Bloodsuckers going into torpor outside of coffins will always
die, but will wake out of torpor at 20% maxhealth(not counting critical
health)
balance: A coffin being opened during sol will wake you up, given you
are LITERALL BURNING UN-ALIVE.
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
Makes Space Dragons immune to toxin + oxy damage because I saw a Space
Dragon die to simplemobs on Moonstation Once
## Why It's Good For The Game
This is pretty much a moonstation exclusive problem since a whole bunch
of toxic enemies spawn outside so yeah.
## Proof Of Testing
If it compiles, it works.
## Changelog
🆑 BurgerBB
balance: Makes Space Dragons immune to toxin + oxy damage because I saw
a Space Dragon die to simplemobs on Moonstation Once
/🆑
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## About The Pull Request
does as the title says
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## Why It's Good For The Game
this makes it significantly less feasible a heretic can ascend before
they've been noticed doing heretic things
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## Proof Of Testing

(there being less than 2 heads of staff with minds adds 2 to the
required number, so anywhere from 6-10 targets is possible)
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## Changelog
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🆑
balance: nerfs heretics ability to ascend
/🆑
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