## About The Pull Request
https://github.com/user-attachments/assets/665053dc-8b46-49a5-bbea-7e6bb8f81cd7
- added a new component called `item_equipped_movement_rustle` for
moving in zero-g and gravity with editable variables.
- gave riot suits and swat suits a new sound using this new component.
## Why It's Good For The Game
makes riot suits more immersive and allows us to implement it for other
items in the future.
## Changelog
🆑 grungussuss
sound: riot suits and swat suits now make noise when moving around in
them.
/🆑
## 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
The fishing skill now improves the casting range of the rod by 1 turf at
expert level and 2 at legendary level. It also reduces the delay for
reeling objects (not the fishing minigame), which by default is 0.8
seconds, up to 0.3 seconds. Reeling objects also provides a pitiable
amount of fishing experience.
Fishing on fishing spots with particularly low difficulty compared to
the overall skill level now reduces the experience gained. Keep in mind
fishing also provides a exp bonus based on difficulty regardless of
skill level. This just serves to mitigate the bonus from toilets & co at
high level.
## Why It's Good For The Game
A good angler should know how to spin the rod and cast the line farther
than the average person, and reel in objects faster.
## Changelog
🆑
balance: The fishing skill now positively affects fishing rod cast range
and reeling objects outside of the minigame. Reeling objects also
provides a pitiable amount of fishing experience.
balance: High fishing skill now reduces experience gained from low
difficulty fishing spots.
sound: Removed noise from reeling sounds.
/🆑
## About The Pull Request
they were too quiet so I adjusted them to be on par with toolbox sounds
## Why It's Good For The Game
sound consistency
## Changelog
🆑 grungussuss
sound:medkit sounds are now louder
/🆑
* SFX for RCD, RPD, Plumbing constructor (#85754)
## About The Pull Request
Hooked the switch sound on `ui_act`:
- RCD
- RPD
- Plumbing constructor
Added pickup and drop sounds for:
- RCD
- RPD
RPD also does the click sound when placing things.
https://github.com/user-attachments/assets/e6c2cb76-6a0a-4db9-9c25-961d41b84516
## Why It's Good For The Game
Immersion.
## Changelog
🆑 grungussuss
sound: added new sounds for RCD, RPD and Plumbing Constructor.
/🆑
* SFX for RCD, RPD, Plumbing constructor
---------
Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
## About The Pull Request
Hooked the switch sound on `ui_act`:
- RCD
- RPD
- Plumbing constructor
Added pickup and drop sounds for:
- RCD
- RPD
RPD also does the click sound when placing things.
https://github.com/user-attachments/assets/e6c2cb76-6a0a-4db9-9c25-961d41b84516
## Why It's Good For The Game
Immersion.
## Changelog
🆑 grungussuss
sound: added new sounds for RCD, RPD and Plumbing Constructor.
/🆑
* Toolbox, medkit, cardboard box sounds. (#85337)
## About The Pull Request
https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6
### Added container rustle sounds for:
- medkit
- box
- toolbox
### Added container open sounds for:
- box
- toolbox
### De-hard coded container rustle sounds so now you can change the
sound path on subtypes.
## Why It's Good For The Game
- Hearing the same cloth rustling SFX for boxes, toolboxes and medkits,
when they're clearly not made of cloth is immersion breaking, let's fix
that.
- giving players satisfying sounds when they open containers and an
overall diversity of sounds will reduce ear fatigue
- rustle SFX were previously hard coded and you couldn't change them or
change the `vary` boolean, we should keep the code customizable and
allow contributors to add more rustle sounds by implementing this
framework.
## Changelog
🆑 grungussuss
sound: added rustle sounds for: toolbox, medkit, box
sound: added open sounds for: toolbox, box
code: added support for giving container items rustle sounds
/🆑
* Toolbox, medkit, cardboard box sounds.
---------
Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
## About The Pull Request
https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6
### Added container rustle sounds for:
- medkit
- box
- toolbox
### Added container open sounds for:
- box
- toolbox
### De-hard coded container rustle sounds so now you can change the
sound path on subtypes.
## Why It's Good For The Game
- Hearing the same cloth rustling SFX for boxes, toolboxes and medkits,
when they're clearly not made of cloth is immersion breaking, let's fix
that.
- giving players satisfying sounds when they open containers and an
overall diversity of sounds will reduce ear fatigue
- rustle SFX were previously hard coded and you couldn't change them or
change the `vary` boolean, we should keep the code customizable and
allow contributors to add more rustle sounds by implementing this
framework.
## Changelog
🆑 grungussuss
sound: added rustle sounds for: toolbox, medkit, box
sound: added open sounds for: toolbox, box
code: added support for giving container items rustle sounds
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/9c47c512-ff22-4832-9524-fd6f3e6147c7
Pickup sounds for:
- all guns
- riot shields
- handcuffs
- batons and telebatons
- pepper spray
- all grenades
Storage open sound for:
- security belt, security webbing, all holsters
Successfully cuffing someone now has its own satisfying sound!
## Why It's Good For The Game
The most combat intensive role in the game doesn't have these sounds to
complement their gameplay, these sounds will increase the amount of
danger audio cues you can listen for and give feedback to players on
what others are doing.
## Changelog
🆑
sound: guns have pickup and drop sounds
sound: security belts and holsters have opening sounds
sound: handcuffs have pickup and drop sounds
sound: stun batons and telescopic batons now have pickup and drop sounds
sound: grenades have pickup and drop sounds
sounds: riot shields and telescopic shields have pickup and drop sounds
sound: successfully handcuffing someone has sound
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/9beaab38-653c-4cde-919c-eb1b3352e515
## Why It's Good For The Game
I added sheet sounds but these items are subtypes of sheet so it didn't
make sense for them to have metal clanking sounds
## Changelog
🆑 grungussuss
sound: leather, skins and cardboard have their own sound now
/🆑
* [no gbp] Changes the default sheet drop sound. (#85282)
## About The Pull Request
https://github.com/user-attachments/assets/4c2622c2-981b-4163-b1dc-4e8927926fad
This has been bugging me for a while, so I have provided an alternative.
## Why It's Good For The Game
The previous sound was too annoying, this one sounds much better and
actually sounds like metal instead of glass.
## Changelog
🆑 grungussuss
sound: the default metal sound has been changed
/🆑
* [no gbp] Changes the default sheet drop sound.
---------
Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
## About The Pull Request
https://github.com/user-attachments/assets/4c2622c2-981b-4163-b1dc-4e8927926fad
This has been bugging me for a while, so I have provided an alternative.
## Why It's Good For The Game
The previous sound was too annoying, this one sounds much better and
actually sounds like metal instead of glass.
## Changelog
🆑 grungussuss
sound: the default metal sound has been changed
/🆑
* Material sheet sounds and Vary support for picking up/dropping items (#84860)
## About The Pull Request
https://github.com/tgstation/tgstation/assets/96586172/b16ab800-8baf-4ef5-9f50-d39d5efd21f7
All materials are a subtype of `sheet` (other than rod) so I put the
general pickup/drop sound on that.
Materials that got their own special sound:
- wood
- glass
- plastic
## Why It's Good For The Game
Giving some heft and sound to items makes it more satisfying to use them
and move them around, these sounds also play when the items are flung
around so it'll make more noise during explosions which makes sense.
## Changelog
🆑
sound: all materials now have a sound for picking up and dropping
code: items now have pitch vary sound support for dropping and picking
up items
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Material sheet sounds and Vary support for picking up/dropping items
---------
Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
## About The Pull Request
https://github.com/tgstation/tgstation/assets/96586172/b16ab800-8baf-4ef5-9f50-d39d5efd21f7
All materials are a subtype of `sheet` (other than rod) so I put the
general pickup/drop sound on that.
Materials that got their own special sound:
- wood
- glass
- plastic
## Why It's Good For The Game
Giving some heft and sound to items makes it more satisfying to use them
and move them around, these sounds also play when the items are flung
around so it'll make more noise during explosions which makes sense.
## Changelog
🆑
sound: all materials now have a sound for picking up and dropping
code: items now have pitch vary sound support for dropping and picking
up items
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Partial port of https://github.com/BeeStation/BeeStation-Hornet/pull/29https://github.com/tgstation/tgstation/assets/96586172/75b91976-252e-43eb-bd18-787de2513383
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
More immersion with sounds for something that is done so often should
further the experience.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 grungussuss
sound: Zippos, Lighters and cigarettes now have sound
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
* Night Vision Goggles update (#84594)
## About The Pull Request
This is a reboot of #84550 but with way less unbearable: mesons are off
the table and I've made the night vision tonalities lighter now, while
also improving the darkness cutoffs of some of them. Btw, you can also
turn night vision googles on/off now. Each pair of departmental night
vision goggles now comes with their own tint to boot.
As always, this doesn't affect nukies and ninjas. They're almost
garaunteed to keep their googles equipped and on at all time, so it
would honestly adulterate the overall experience a little.
Now, for some pictures...
In the dark, **top** row is **old**, **bottom** row is **new**. from
left to right: security, science, standard/meson, diagnostic, health:

In the light: security, science, no goggles, standard/meson, diagnostic,
health:

The screenshots were taken from varedited goggles on the servers because
it's bit faster than booting up a local server, plus I had to finetune a
few things.
## Why It's Good For The Game
So, I kinda wanted to give a bit of screen colors to goggles that was
not some sort of "optional, by default turned off" kind of crap nobody
cares about, however my previous PR was met with a lot of criticism,
which made me rethink how to do it. I honestly don't want it to be a
burden, but I do want to make them a bit fancier tho.
Also the the medical NVs (and perhaps sec NVs) were a bit crappier than
the rest.
## Changelog
🆑
add: Night vision goggles now subtly tint your screen.
add: You can turn your night vision goggles off. Doing so removes the
tint and the eye protection malus.
/🆑
* Night Vision Goggles update
* Update clothing.dm
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
## About The Pull Request
This is a reboot of #84550 but with way less unbearable: mesons are off
the table and I've made the night vision tonalities lighter now, while
also improving the darkness cutoffs of some of them. Btw, you can also
turn night vision googles on/off now. Each pair of departmental night
vision goggles now comes with their own tint to boot.
As always, this doesn't affect nukies and ninjas. They're almost
garaunteed to keep their googles equipped and on at all time, so it
would honestly adulterate the overall experience a little.
Now, for some pictures...
In the dark, **top** row is **old**, **bottom** row is **new**. from
left to right: security, science, standard/meson, diagnostic, health:

In the light: security, science, no goggles, standard/meson, diagnostic,
health:

The screenshots were taken from varedited goggles on the servers because
it's bit faster than booting up a local server, plus I had to finetune a
few things.
## Why It's Good For The Game
So, I kinda wanted to give a bit of screen colors to goggles that was
not some sort of "optional, by default turned off" kind of crap nobody
cares about, however my previous PR was met with a lot of criticism,
which made me rethink how to do it. I honestly don't want it to be a
burden, but I do want to make them a bit fancier tho.
Also the the medical NVs (and perhaps sec NVs) were a bit crappier than
the rest.
## Changelog
🆑
add: Night vision goggles now subtly tint your screen.
add: You can turn your night vision goggles off. Doing so removes the
tint and the eye protection malus.
/🆑
* Voltaic Combat Cybernetic Heart. (#84174)
## About The Pull Request
Introduces the first anomalocked organ, a heart that makes you immune to
shocks and emps, while granting you the tenacity trait when you fall
into crit.
https://github.com/tgstation/tgstation/assets/102721711/b602dbb0-52ae-4b18-b3bc-9d19258ec3f8
## Why It's Good For The Game
You can find my player_dev_project on the tg discord.
https://discord.com/channels/326822144233439242/1249735775734468619
Essentially, this exists as an item to justify a heavy investment into
cybernetics and augmentations.
EMP is far too common to justify using them in a combat scenario, nukies
have lessened this issue with their shield module, and the crew can now
do so through late tech anomaly research.
*Features*
- locked behind anomaly tech (duh), you need a refined flux core
combined with the shell.
- Can be manually installed, it will however fuck you up if you do so.
- provides total immunity to shocks and emps.
- Increases your passive blood regeneration.
- Recharges any electrical devices on your person (stabilized yellow
slime).
- If you fall into crit, grants the tenacity (you can keep fighting
while you are in crit basically) and no damage slowdown trait for 30
seconds, you will also keep on regenerating health, it won't heal past
crit treshold however, (5 minutes cooldown).
- If removed through surgery or evisceration, it gets vaporized while
releasing a Tesla shock.
## Changelog
🆑
add: A new Anomaly organ has been introduced, The Voltaic Combat
Cyberheart!
/🆑
* Voltaic Combat Cybernetic Heart.
---------
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
## About The Pull Request
Introduces the first anomalocked organ, a heart that makes you immune to
shocks and emps, while granting you the tenacity trait when you fall
into crit.
https://github.com/tgstation/tgstation/assets/102721711/b602dbb0-52ae-4b18-b3bc-9d19258ec3f8
## Why It's Good For The Game
You can find my player_dev_project on the tg discord.
https://discord.com/channels/326822144233439242/1249735775734468619
Essentially, this exists as an item to justify a heavy investment into
cybernetics and augmentations.
EMP is far too common to justify using them in a combat scenario, nukies
have lessened this issue with their shield module, and the crew can now
do so through late tech anomaly research.
*Features*
- locked behind anomaly tech (duh), you need a refined flux core
combined with the shell.
- Can be manually installed, it will however fuck you up if you do so.
- provides total immunity to shocks and emps.
- Increases your passive blood regeneration.
- Recharges any electrical devices on your person (stabilized yellow
slime).
- If you fall into crit, grants the tenacity (you can keep fighting
while you are in crit basically) and no damage slowdown trait for 30
seconds, you will also keep on regenerating health, it won't heal past
crit treshold however, (5 minutes cooldown).
- If removed through surgery or evisceration, it gets vaporized while
releasing a Tesla shock.
## Changelog
🆑
add: A new Anomaly organ has been introduced, The Voltaic Combat
Cyberheart!
/🆑
* Internals ASMR (#84183)
## About The Pull Request
Adds 2 sounds: One for turning on internals and one for turning it off
[breathing
showcase.webm](https://github.com/tgstation/tgstation/assets/44149906/2c5811ac-6a1e-4da5-80e4-ced5e9f9e3c8)
PS: The passive breathing has been removed from this PR as Maintainer's
request and will be added with an option to turn it off later
sounds made by Beebblie on discord for this PR, couldn't have been done
without them.
## Why It's Good For The Game
Sound feedback good.
## Changelog
🆑 DATA, with sounds by Beebblie
sound: Added sounds for turning on and off internals.
/🆑
* Internals ASMR
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
## About The Pull Request
Adds 2 sounds: One for turning on internals and one for turning it off
[breathing
showcase.webm](https://github.com/tgstation/tgstation/assets/44149906/2c5811ac-6a1e-4da5-80e4-ced5e9f9e3c8)
PS: The passive breathing has been removed from this PR as Maintainer's
request and will be added with an option to turn it off later
sounds made by Beebblie on discord for this PR, couldn't have been done
without them.
## Why It's Good For The Game
Sound feedback good.
## Changelog
🆑 DATA, with sounds by Beebblie
sound: Added sounds for turning on and off internals.
/🆑
* Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request
So this PR comes in two basic parts: the new ammo types and the minor
balance changes. I'll go over each separately.
**--- NEW AMMO TYPES ---**

-- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has
middling damage and no dismemberment chance, but pierces through armor
and enemies like they weren't even there.
-- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic
damage, and has excellent wounding and embed chances, but lacking in
armor penetration. Also gives 1 second of blurry vision if it hits you!
-- Paper balls: Crafted from a sheet of paper. Mostly just a throwing
joke item, and 99% nonlethal like donksoft. Can be fired from a
crossbow, but also could be used if you wanted to have a snowball fight
on metastation.
-- Healium Crystal Bolts! Crafted (using menu) from the healium grenade
item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for
three seconds, limiting its use in actual combat.
-- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly
overpowered! Admin only!
-- A makeshift quiver, made from cutting a o2 tank in half, to store all
the ammo in.
**MINOR BALANCE CHANGES**
-- For some reason I thought the 357, which the traitor crossbow is a
direct competitor to, did 40 damage when making the first version of the
PR, instead of the reality of it doing 60. It's been buffed to 55
damage. (The basic engi one still does 35.)
-- I've been informed that generally, the stressed rebar crossbow isn't
ever used, as the misfire chance isnt worth the extra shot. As such, I
felt it was thematic to say that the stressing procedure involves
messing with the draw system in the fluff, and the stressed one now
takes half as long to rack.
**OTHER CRAP**
-- The rods now drop themselves if you shoot them at a wall. Hopefully.
-- Fixed the the non-bare wound chance on the traitor crossbow not being
increased from the base version.
-- Has a nice electronic discharge noise on firing.
## Why It's Good For The Game
I'm very happy with the reception of the rebar crossbow, and felt that
given it was an engi weapon at heart, giving it some engi-related
ammunition would fit it very well (and also have a good reason for
making zaukerite besides selling it.) The paper balls were more just so
the crew could able to shoot their buddies with it and not maim them.
As for the balance, I feel the tot crossbow being department restricted
is already a strong factor in it being infrequently seen, and if someone
is lucky enough to roll traitor in a job slot, it's a shame if their
job's items aren't worth it. The stressed variant is a similar case, and
I hope it's enough of a buff to encourage its use.
## Changelog
🆑 WebcomicArtist
add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen
(High AP and piercing, but low embed) crossbow ammo for the rebar
crossbows
add: Added healium crystal ammo for the crossbow as well, which heals
whomever you shoot it at.
add: Added admin-only supermatter crossbow bolts that dust you, because
why the hell not.
add: Added non-harmful paper balls. Can be shot from a crossbow, or
thrown at co-workers.
add: Added a quiver made from cutting an o2 tank in half, to hold it
all.
image: added sprites for all the above.
balance: Traitor Engineer Crossbow ammo now does 55 damage instead of
45, to make it compete with revolver.
balance: Stressed Rebar Crossbow now has a shorter delay required to
rack it, but can shoot you in the face on misfire.
fix: fixed rebar crossbow shots not dropping items on hitting walls
fix: fixed traitor crossbow having worse wound chance than the base one
sound: added new crossbow firing sound effect
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes)
---------
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
## About The Pull Request
So this PR comes in two basic parts: the new ammo types and the minor
balance changes. I'll go over each separately.
**--- NEW AMMO TYPES ---**

-- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has
middling damage and no dismemberment chance, but pierces through armor
and enemies like they weren't even there.
-- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic
damage, and has excellent wounding and embed chances, but lacking in
armor penetration. Also gives 1 second of blurry vision if it hits you!
-- Paper balls: Crafted from a sheet of paper. Mostly just a throwing
joke item, and 99% nonlethal like donksoft. Can be fired from a
crossbow, but also could be used if you wanted to have a snowball fight
on metastation.
-- Healium Crystal Bolts! Crafted (using menu) from the healium grenade
item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for
three seconds, limiting its use in actual combat.
-- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly
overpowered! Admin only!
-- A makeshift quiver, made from cutting a o2 tank in half, to store all
the ammo in.
**MINOR BALANCE CHANGES**
-- For some reason I thought the 357, which the traitor crossbow is a
direct competitor to, did 40 damage when making the first version of the
PR, instead of the reality of it doing 60. It's been buffed to 55
damage. (The basic engi one still does 35.)
-- I've been informed that generally, the stressed rebar crossbow isn't
ever used, as the misfire chance isnt worth the extra shot. As such, I
felt it was thematic to say that the stressing procedure involves
messing with the draw system in the fluff, and the stressed one now
takes half as long to rack.
**OTHER CRAP**
-- The rods now drop themselves if you shoot them at a wall. Hopefully.
-- Fixed the the non-bare wound chance on the traitor crossbow not being
increased from the base version.
-- Has a nice electronic discharge noise on firing.
## Why It's Good For The Game
I'm very happy with the reception of the rebar crossbow, and felt that
given it was an engi weapon at heart, giving it some engi-related
ammunition would fit it very well (and also have a good reason for
making zaukerite besides selling it.) The paper balls were more just so
the crew could able to shoot their buddies with it and not maim them.
As for the balance, I feel the tot crossbow being department restricted
is already a strong factor in it being infrequently seen, and if someone
is lucky enough to roll traitor in a job slot, it's a shame if their
job's items aren't worth it. The stressed variant is a similar case, and
I hope it's enough of a buff to encourage its use.
## Changelog
🆑 WebcomicArtist
add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen
(High AP and piercing, but low embed) crossbow ammo for the rebar
crossbows
add: Added healium crystal ammo for the crossbow as well, which heals
whomever you shoot it at.
add: Added admin-only supermatter crossbow bolts that dust you, because
why the hell not.
add: Added non-harmful paper balls. Can be shot from a crossbow, or
thrown at co-workers.
add: Added a quiver made from cutting an o2 tank in half, to hold it
all.
image: added sprites for all the above.
balance: Traitor Engineer Crossbow ammo now does 55 damage instead of
45, to make it compete with revolver.
balance: Stressed Rebar Crossbow now has a shorter delay required to
rack it, but can shoot you in the face on misfire.
fix: fixed rebar crossbow shots not dropping items on hitting walls
fix: fixed traitor crossbow having worse wound chance than the base one
sound: added new crossbow firing sound effect
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>