## About The Pull Request
Transferred.
## Why It's Good For The Game
How did this get to be in 71 files?! This bothers me.
Also changes 'quality_oil' typepath in the reactions to 'olive_oil' to
match its rename post-foodening.
## Changelog
N/A
oh apparently this is my 100th PR on tg, which is weird because github
reports 99 total, and i made at least one to the old voidcrew repo, and
filtering tg prs by my name still shows 99. weird. here's to 100 more i
guess?
<sub>could have been better if it was a get, jhonflupwliiard watch ur
back 🔫 </sub>
## About The Pull Request
Adds a new spell granter book to the Wizard's Den - Summon Cheese, which
grants the spell by the same name, which summons 9 heads of cheese.
That's about it, I think.
## Why It's Good For The Game
Wizards are a hungry bunch, so why can't they just summon food? They can
even share, if they'd like, since the notion of a friendly wizard still
exists
<details>
<summary>... </summary>
alright fine
i'm slightly malding over not getting the 77777 get so no more
roleplaying in the pr body
Wizard Grand Ritual now has a hidden goal of sacrificing 50 cheese
wheels. Sacrificing a cheese wheel is done with invoking the grand rune,
and each invocation/pulse of the rune will whisk away more cheese until
all cheese on the rune is taken by whichever entity lurks in the other
realm. The sacrifice will be hinted at in an _ancient parchment_ which
will be on the bookshelf (when i add it lmao) alongside the spell book.
Meeting this cheese goal will lock the wizard's grand finale rune and
grand finale effect to special ones. The cheese rune is mostly identical
to the normal grand rune, barring the custom sprites/animations.
The cheese finale consists of the wizard getting permanent Levitation
(nogravity + free space movement), a 0.5 modifier(reducing incoming
damage in half) to every damage type, a comically strong mood buff and
**The Wabbajack**(separate sprite pending) - a juiced up chaos staff
which can fire a lot more projectiles than a normal one can (it will get
more, I may even make a few just for it).
Everybody else (including any invader antags) gets hallucinations, 175
brain damage and a comically strong mood debuff, as well as a vendetta
against the wizard. If the victim was already suffering from
hallucinations from a trauma (including the quirk), they are instead
healed.
if you didn't catch the obvious reference, this entire shtick is a
tribute to Sheogorath. the rune makes use of daedric script, and most of
the catchphrases are a direct quotation of the Daedric Prince of
Madness, so if any of those things can get us in trouble somehow, let me
know. i will be sad but i will comply.
This shtick is intended as an easter egg, really, so I wasn't really
planning on expanding the wizard grand finale into heretic paths thing
or whatever.
Oh, and finale grand runes now allow the wizard to select the effect
even if it's time-gated. If it is, you just won't be able to invoke it
until the time comes. The rune will tell you how much time is left until
you can invoke it. And grand finale runes with a finale effect selected
also glow in the color of their effect. I also think I fixed some step
of the grand rune animation not triggering but I'm not sure.
<details><summary>Some rune animations (some are subject to
change)</summary>


</details>
## Why It's Great For The Game
it's funny
</details>
## Changelog
🆑 Sealed101, EBAT_BASUHA for spritework
add: Wizard's Den now has a book of Summon Cheese in the Studies Room
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Catching the only, couple tangible issues I've seen so far following the
removal of `handle_atom_del`.
## Why It's Good For The Game
This will fix#77758
## Changelog
🆑
fix: Fixed the double-barreled shotgun not working properly
/🆑
## About The Pull Request
Using `src` as a trait source is an error and can often lead to
hard-deletes
If you wish to tie a source to a certain datum, it is common to use
`REF(src)` instead.
Ideally, we would lint or test for any use of a reference rather than a
string in use in trait sources, but that's a bit harder to setup.
Currently (from what I can see) the *only* erroneous use of references
as sources are via `src`, so it being the most common error, I see it
fine to lint for it.
## Changelog
Nothing player facing.
## About The Pull Request
Closes#77793
This PR reverts the buffs made to ammo capacity on laser weapons in PR
#75329 . This PR does not touch anything else about the laser buffs
(damage and wound chance).
## Why It's Good For The Game
In the eyes of some, the laser buffs were a necessity to prevent them
feeling like a wet noodle (which I don't think was the case, but I
digress). However, the laser buffs also brought along a reduction in
energy cost per shot, which has allowed people to effectively spam the
newly buffed lasers to an unhealthy degree, since they only need to land
4 of the many shots a laser gun can currently produce to win the fight.
The buff as a whole has created a massive power gap between the rest of
the crew's weaponry and lasers, who wildly outclass anything else the
crew can currently obtain along with some antag gear. The crew was
already in a position of strength compared to the antagonists they face,
so the buff has had negative implications regarding the current balance.
However, if we allow antags to get buffed in line with the new lasers,
then lasers will become the only option as opposed to the clear best
option, which I don't think we want. So, I think nerfing the ammo
capacity back down to what it was originally is the most healthy way to
bring lasers back in line without making them feel weak. Let's see what
happens.
## Changelog
🆑
balance: Lasers now have increased energy cost, reverting the cost back
to the initial value before the laser buff.
/🆑
## About The Pull Request
This pr seeks to re-add the compact shotgun (slightly buffed with 1 more
ammo) and buff up its larger brother the combat shotgun (with 2 more
ammo.)
## Why It's Good For The Game
With the recent laser buffs, there is a real possibility for the compact
shotgun to return as a unique weapon to make the HOS slightly more
powerful. I am aware that it was a warden's weapon previously but the
HoS doesn't really have many fun toys to play with. The warden already
has crav maga (100x cooler than the laser) so giving this beast to the
HOS could help make it a more attractive and powerful head to play.
(Given 1 extra shot to keep up with the crazy lasers nowadays.)
In regards to the slight combat shotgun buff. The gun itself is ass,
it's barely ever used and the riot shotgun is superior because you can
actually put it in your armour slot. The hope is that this buff will
make people actually use it because it carries a lot of shots now so the
viability may increase.
## Changelog
🆑
add: Added compact shotgun to the hos locker
add: Added compact shotgun as a traitor objective
balance: gives the compact shotgun 1 extra shot
/🆑
So, the main issue was that the variables for the embed element wouldn't
set when attached to a projectile but only on items for some
insignificant reason, which means it'll spawn the shrapnel yes, but
won't embed it since the chance is null/zero. I read the code over and
over and over with the assumption that something like this wouldn't have
been done, yet it was.
As for the secondary issue, because of how embedding works, the casing
types of arrows and harpoon aren't spawned when hitting a non-carbon or
reaching their maximum range. So, I'm re-enabling the reusable arg/var
for the caseless component of harpoons and arrows, and modifying the
`projectile_drop` to not drop their payload if the embedding component
would already do that, so we avoid duping.
Whatever you do, if it warrants the use of something like
`handle_atom_del`, chances are `Exited` can do it better, as most of
these cases involve movables that shouldn't be moved out of their loc
(`Destroy` forcefully moves movables to nullspace) without calling
specific procs, and for the remaining few, `handle_atom_del` doesn't
even cover the eventuality of a movable being deleted outside the source
atom, so it's quite garbage.
Beside, I feel confident in saying `handle_atom_del()` is older than the
DCS, an echo on the workarounds done at the time.
## About The Pull Request
adds a single `\s` for proper plural handling if you eject multiple
casings from a gun with an internal magazine e.g. revolvers
## Why It's Good For The Game
it's nitpicking over a typo
## Changelog
🆑
spellcheck: Fixed a lack of plurality when ejecting multiple casings
from a revolver.
/🆑
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## 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
moves the `update_ammo_band()` call from `update_icon_state` to
`update_overlays`, so that the ammo layer sticks around
## Why It's Good For The Game
visual clarity. i want to be able to see which speedloader/magazine/etc
does what for my gun
## Changelog
🆑
fix: Colored ammo bands, such as those on .357 and .38 speedloaders, no
longer permanently disappear upon icon update.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Closes#77631
## About The Pull Request
Hey there,
Ticked File Enforcement simply wasn't catching files that were missed.
That's a bit stupid, so I decided to look into what the issue might be,
and whoopsie daisies I did double periods back in #76592
(020ac24053).

I also added some debug info and some more checks to prevent such a
break from happening again on runtime of this script. I thought it was a
weird string concatenation issue (and not the simple break I thought it
was), so I rewrote how it adds `glob`s. I think it's cleaner so I'll
keep it anyhow
This PR also corrects the oversight of the missing unit test (introduced
in #77218 (69827604c4)) by reticking it in
the `_unit_tests.dm` file, and also makes it compile because it didn't
do that.
I also then had to do some more work to get the unit test to work.
* Genericizes the Create-and-Destroy "ignore" list to be a static list
on `/datum/unit_test` to allow it to be shared between these types of
tests that we need to test.
* Adds that list to C&D and the broken unit test regarding fantasy
bonuses
* Fixes some actually broken that the unit test was made to catch (beam
rifles, butterdogs and other slippery items, random ingredient boxes).
* Adds cases for things that the unit test and overall framework really
shouldn't be altering anyways (mythril), and was likely causing
inappropriate stack traces on master
## Why It's Good For The Game
Unit Tests WORK. Tools WORK.

## Changelog
🆑
fix: Beam rifles will no longer inappropriately retain any bonuses they
may gain from wizardry.
fix: Inappropriate stack traces over bonuses being applied to components
that gain bonuses innately (like Mythril stacks) should cease.
/🆑
image: The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle.
balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope.
## About The Pull Request
A gun's projectile damage multiplier is now reflected in its "show
combat info" examine, so now the shots-to-crit on guns with a modified
projectile damage multiplier (say, the PP-95 SMG, under the slightly
inaccurate typepath `automatic/plastikov`) is accurate. This applies to
both energy weapons and ballistics.
Also, added a new variable that multiplies a fired projectile's wound
bonus. Could be used to make guns really bad at wounding or good at
wounding innately for... reasons? Not really touched by anything for
now.
## Why It's Good For The Game
Being able to account for projectile damage multiplier probably helps in
regards to "how many bullets DOES it take to crit someone else?", since
you don't really get told about it in-game.
The wound bonus thing could be used for adminbus as a joke or to make a
gun more distinct in regards to "how often do I make someone's blood
fall out/leg break/etc."
## Changelog
🆑
fix: Projectile damage multipliers on guns are now reflected in their
combat information.
admin: Admins can now make a gun's fired projectiles better or worse at
wounding by changing the gun's projectile_wound_bonus. Surely this will
not have any repercussions.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
So, when I made the `caseless` and `projectile_drop` elements, I failed
to take into account that bullets have an embedding variable sets, which
led to a few projectiles being embeddable when they shouldn't.
Beyond that, I wanted arrows and harpoons to be reusable yet embeddable,
which lead me to change a couple lines on the `embed` element, since
whoever made the element thought it was a good idea to add the
unnecessary step of attaching a copy of it to the `payload_type` of a
fired projectile before trying to embed it. Like, why? All that's going
to do is cause the resulting item to become embeddable, which may be an
issue for anything other than drop-deletable shrapnels. So yea, arrows
and harpoons, and emagged lollipops will now embed properly.
I've also deleted an unused, problematic subtype of quiver and arrow
casing, and made the quiver storage use
## Why It's Good For The Game
This will fix#77187. Perhaps buff harpoons and arrows a little but meh.
## Changelog
🆑
fix: Fixed fired foam darts, gumballs and (harmless) lollipops being
embeddable.
fix: Projectiles that should embed while being reusable will now do so
correctly, actually embedding the reusable casing instead of a shrapnel.
balance: Arrows are generally more likely to embed now, except for
blazing ones, that kind of just blaze.
qol: the quiver storage now uses numerical stacking (like botany and ore
bags, or the RPED, for example).
/🆑
## About The Pull Request
Massively overhauls and standardizes the nuclear operative uplink.
### Weapon Kits
Essentially, all the main weapons of the uplink have been changed to
instead come as 'weapon kits', which are essentially cases containing a
weapon loadout to enable operatives to easily start operating on only
just one item purchase, without the fuss of worrying whether or not
operatives are getting spare ammo, or getting relevant equipment for
success. Consider this a pseudo-loadout, though without necessarily
restricting the purchasing of more weapon kits.
All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC)
and High Cost (18 TC). This is also matched by categorized ammo costs;
Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC),
Incendiary (3 TC) and Special (or anything that does not easily fit
these categories and does something real extra) (5 TC). Weapons that
lacked these ammos have gained these ammo types to fill the gaps.
<details>
There is may one exception to this in disruptor ammo, which is priced as
basic ammo if only because it isn't _quite_ good enough to justify
pricing at 5 tc and I can see an op wanting to use it as a basic ammo
type instead of normal .50 BMG against, say, a silicon/mech heavy
opposition. Since it cannot kill organics on its own, I'll consider this
mostly basic-adjacent
</details>
The kits have also been labelled based on potential difficulty. This
reflects possible difficulties in using the item, how conducive it is to
success for how much game knowledge needed to actually use it, and how
likely an op is to succeed using it. I don't expect ops to win using
nothing but a rocket launcher, but I think ops should get a fair shake
at trying, yeah?
The kits are as below:
#### **Low-Cost**
_Bulldog (Moderate):_ Shotgun and three magazines of standard ammo.
_Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo.
#### **Medium Cost**
_C-20r (Easy):_ SMG and three spare magazines of standard ammo.
_Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a
special hat)
_Revolver (Moderate):_ Revolver and three speedloaders of standard ammo.
_Rocket Launcher (Hard):_ Rocket launcher with three spare rockets.
#### **High Cost**
_L6 SAW (Moderate):_ LMG, and that's it. No spare ammo.
_M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box
of rubber grenades.
_Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and
one magazine of disruptor ammo. Also suit and tie.
_CQC (Very Hard):_ Comes with a stealth implant and a bandana.
_Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap,
antislip module, meth injector and a prisoner jumpsuit.
_**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher
(the one that launchers chem grenades). (I replaced the shit acid
grenade with another flashbang in the belt)
Surplus SMG (Flukie difficulty) has been unchanged. It just now comes
with two rations.
Includes two new revolver ammo types: Phasic, which goes through walls
and armor, but has significantly less damage as a result (I've equalized
the revolver damage and the rifle version's damage to 30 for both). And
Heartseeker, which has homing bullets. Both are Special ammo, and are
priced at 5 TC a speedloader.
### Other Gear
The other items in the uplink have also been consolidated and
standardized in various ways.
#### Grenades
Most now cost 15 TC for three grenades of any given type (including the
full fungal tuberculous). This is pretty much identical to the previous
price, just more consistent overall and front-loaded in cost.
#### Reinforcements
All the various reinforcements now cost 35 TC and all refundable,
equalizing cost to the average across the reinforcements. This is
primarily because I feel like all these options should be weighed
equally, and not one of these options are necessarily worse or better
than the other in their current balance. They're largely inaccessible
for normal ops regardless, and typically come out when there is a
discount or war ops. I took the average value and went with it. Not much
more to say.
#### Mechs
They're just cheaper. These things still suck and they need help.
They've always needed help. A slightly less excessive value for the
mechs may help see people willing to spend the TC on them. I doubt it. I
seriously suggest not buying these still. I keep them in primarily
because they are big stompy mechs and are kind of iconic 'war ops' gear.
#### Bundles
Since I've implemented weapon kits, gun bundles are rather redundant. So
the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and
technically the sniper bundle were removed. The sniper bundle is now the
weapon kit, obviously.
Nothing else here really. Except for one....
#### Implants
Not much changed here. I standardized the implant prices to 8 TC a pop.
This is in accordance with traitor implants, which ops also get. So
everything in this category bar a few exceptions (like macro/microbombs)
are around 8 TC. Makes sense to me, really.
Importantly, I made the Implant bundle 25 TC, and I unrandomized the
contents. Who in the right fucking mind would spend 40 TC just to get
five reviver implants is beyond me. But instead, you get one of each of
the cybernetic implants except thermal eyes (you can just buy thermals
and get the benefit of both vision types; x-ray and thermal vision, if
you want to use smokescreens a lot).
#### Base Keys
They're all now 15 TC, except the fridge which is 5 TC. It's weird
they're valued differently when they are taken mostly to do gimmicks
like xenobio and toxins in a hurry before hitting the station. So we've
standardized it.
## Hat Crate
**YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE
FOR ONLY 5 TC!**
**NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD
ISSUE CROWBAR!**
**ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!**
**PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!**
~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~
<details>
There is a 1% chance to instagib people with direct hits from a rocket.
This does the crit effect.
</details>
## Why It's Good For The Game
The uplink needed more spring cleaning and standardization.
With this, I've partially implemented my older idea for ammo consistency
and initial allowance for nukies. Ammo is kind of over-priced and often
where a good chunk of TC goes towards without really pushing nukies
towards meaningful success. And it is often what is tripping up new
players who didn't think to get any. Now, when they get a gun, they get
ammo in their case. On top of this, the weapon kit category is both at
the top of the uplink AND has a little label to say 'Recommend', so that
these new players will hopefully know they should be looking there
first.
In addition, it is the gateway towards a concept that is currently being
worked on. Nuclear operatives having some degree of predefined loadouts
for players to select if they aren't sure what they want, or don't know
what to get. Nukies is very confusing for many players. So giving them a
fighting chance with some premade setups can help ease them into the
role without needing too much player knowledge in how to apply the
items. This is only one step towards that, so that players can identify
what gear they need to help succeed based on their skill.
I wanted to implement a difficulty warning so that players can choose
gear loadouts that are actually conducive to their skill and knowledge.
I based it on how much players would need to know to engage in combat
with it, and how much fiddling is required to get something to work
properly (overly involved reloading is a consideration, for example, as
well as precise button presses). In addition, how much of a force
multiplier some weapons can be for their ease of use.
Most people recognize the c20-r as the most new player friendly weapon,
as an example. So it would be good to steer players towards taking that
gun because of how easy it is to use, understand and succeed with it.
And most importantly of all; Having standards within the uplink is
important. Most of the values in the uplink are just completely random.
Nobody has a good grasp of what is too much or too little. Even just a
hint of consistency, and people will stick to it (see implants for what
I mean). And there is still some work to be done even there. A good
start is weapons. Price for power can be meaningful when decided whether
we want some weapons to come out more often than others. Players do
enjoy making informed decisions and choices, and having affordability be
a draw to some otherwise less powerful weapons (looking at you, Bulldog)
can actually be a worthwhile and meaningful difference.
~~I thought it would tick off the gun nerds to change the calibers on
the guns.~~
~~I also thought adding hats would be funny given the release of TF2's
most recent update.~~
## Changelog
🆑
balance: Standardizes some of the nuclear operative entries to have more
consistent pricing within their respective categories.
add: Adds some new categories so that players have an easier time
navigating the nuclear operative uplink.
balance: Many items have had prices reduced or adjusted to make them
more desirable or more consistent within their category.
add: Weapon kits have replaced almost all the individual weapons in the
uplink. You now buy these instead of the individual weapon. These often
come with spare ammo or relevant gear for success.
add: Most ammo types have been standardized in price.
refactor; Removes a lot of redundant item entry code and tidies up the
actual code part of the nuclear uplink so that it is much easier to find
things within it.
add: Added 40 new cosmetic items to the Syndicate Store. Buy them now
from the Hat Crate, only 5 TC!
code: Updated the nuclear operative uplink files.
/🆑
## About The Pull Request
Most instances of /obj/effect/portal now faintly glow their respective
color.

This was taken in the dark, the glow isn't as noticeable in the light.
Anomaly/jaunter/mech wormholes do not glow, since they use the
black-and-grey swirly sprite and don't look like they'd emit any kind of
light.
Also autodocs some portal related vars and changes one proc to not use
single char vars.
I also tried adding a soundloop but it sounded kind of crappy so I
decided against it.
## Why It's Good For The Game
Makes the portals a little bit prettier :)
## Changelog
🆑 Rhials
qol: Most of the colored oval-shaped portals faintly glow now. Cool!
/🆑
## About The Pull Request
This PR buff xenomorph's neurotoxin stamina damage from 50 to 65.
## Why It's Good For The Game
Right now in most cases, xenos will need to land 3 spits to stun a
crewmember due to the current values. You can also now use armor to
negate the stamina damage, so neurotoxin wasn't feeling as strong as it
should have. 65 stamina damage is on par with a stun baton, and also
gives xenos some leeway to land their second shot to paralyze their
target, making it a more useful ability.
## Changelog
🆑
balance: Xenomorph neurotoxin has been buffed (50 -> 65 stamina damage)
/🆑
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.
Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.
Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura
## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use
It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.
## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/76681
Unfortunately, for revolvers, chambered is whatever is first on the list
of stored_ammo rather than that ammo being removed from the magazine. If
something works like a revolver does, we don't remove chambered from
stored_ammo.
## Why It's Good For The Game
The way revolvers work is literally so that we can have russian
roulette, just so you know.
## Changelog
🆑
fix: Fixes revolvers losing ammo capacity when you reload them.
/🆑
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.
## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.
## Changelog
N/A
## About The Pull Request
As the title says, mag type has been split into two variable that do
different things:
Accepted magazine type handles what magazines that gun will accept, type
and any subtypes. If spawn magazine type isnt defined, then it will be
made equal to accepted magazine type to prevent having to double define
magazines on every gun ever.
Spawn magazine type is separate from accepted magazine type, spawn
magazine type is what magazine the gun will actually spawn with. This
exists because there are a few weapons which are made to spawn with
special magazines, that can't use normal magazines anymore. For example,
the riot dart pre-loaded donk soft pistol can only ever be reloaded with
the riot subtype of donk soft magazines at the moment. This isn't
typically something people notice because new magazines are usually not
a thing people come by with these specific weapons, but its a problem I
noticed while coding some weapons.
## Why It's Good For The Game
In short, certain weapons (mostly donksoft weapons, but there's a single
traitor pistol subtype that spawns with fire ammo) will no longer be
limited to the exact subtype of magazine they spawned with, allowing
them to use the normal versions of those magazines as well.
## Changelog
🆑
refactor: The mag_type variable on guns has been split between
accepted_magazine_type and spawn_magazine_type, allowing weapons to
safely spawn with subtypes of their normal magazines without breaking
the weapon
fix: Several weapons that spawned with special magazines, the riot dart
pre-loaded donk pistol for example, will now be able to accept normal
donksoft magazines that don't spawn loaded with riot darts.
/🆑
## About The Pull Request
This PR adds a new wizard ritual (the kind that require 100 threat on
dynamic)
This ritual allows the wizard to select one spellbook entry (item or
spell), to which everyone on the station will be given or taught said
spell or item. If the spell requires a robe, the spell becomes robeless,
and if the item requires wizard to use, it makes it usable. Mostly.
- Want an epic sword fight? Give everyone a high-frequency blade
- One mindswap not enough shenanigans for you? Give out mindswap
- Fourth of July? Fireball would be pretty hilarious...
The wizard ritual costs 3 points plus the cost of whatever entry you are
giving out. So giving everyone fireball is 5 points.
It can only be cast once by a wizard, because I didn't want to go
through the effort to allow multiple in existence
## Why It's Good For The Game
Someone gave me the idea and I thought it sounded pretty funny as an
alternative to Summon Magic
Maybe I make this a Grand Finale ritual instead / in tandem? That's also
an idea.
## Changelog
🆑 Melbert
add: Wizards have a new Right and Wrong: Mass Teaching, allowing them to
grant everyone on the station one spell or relic of their choice!
/🆑
## About The Pull Request
Tragically this distance causes massive mouse move latency. The new
value is still decently long and smoother to aim.
## Why It's Good For The Game
I think it would be nice if people told me that shit is unusable from
time to time.
## Changelog
🆑
fix: Sniper rifles have a range that allows them to aim more smoothly
(and still decently long ranged)
/🆑
## About The Pull Request
This PR adds in a craftable smoothbore disabler, a pistol companion to
the lethal laser musket. Unlike the musket, it fires a disabler shot.
Singular. Weak in armor too. After you fire it, you've gotta crank it,
but only one crank.
The good thing about it is that you can simply add more smoothbores to
your inventory, and use 4 of them to take down a target.
The bad thing is that it's a smoothbore (which for an energy weapon,
means no lens is installed). It has 22.5 degrees of inaccuracy. Have
fun.
Militia Men start with a holster containing two of these, fitting with
their equipment. But of course, the Militia General has an upgraded
laser musket, so... He needs a better smoothbore too.
**INTRODUCING THE ELITE SMOOTHBORE DISABLER**
Using ANCIENT TECHNOLOGIES and PURE BLING, you can fire TWO shots, not
be weak against armour AND have actual accuracy (and a +5 damage boost
because i figured why the hell not). This is the strongest upgraded
variant of the shitty maint guns, so the tome to craft it is currently
unavailable. I want someone to figure out a creative way to put it
somewhere that isn't just a random spawn in maintenance.

The Militia General only has one elite smoothbore. It's too rare and
powerful to simply have two. Even though a regular disabler is better in
every way.
Smoothbore Disabler Recipe:
1x Weapon Stock
5x Cable Coil
1x Pipe
1x Micro-Laser
1x Power Cell
1x Mouse Trap
Needs: Screwdriver, Wrench. Takes 10 seconds to make.
Elite Smoothbore Disabler Recipe:
1x Smoothbore Disabler
5x Gold Ingots/Sheets
1x Hyper-Capacity Power Cell
10u Tempomyocin
Needs: Screwdriver. Takes 20 seconds to make.
Recipe requires recipe book.
## Why It's Good For The Game
Having a sidearm to go with your laser musket is neat, alongside the
fact that it just allows following up on someone. I don't have much to
say honestly, I just think it's neat. Also the idea of an assistant
going FULL BLACKBEARD, carrying 4 pistols and having to toss them away
in order to shoot again cracks me up.
Oh and this is the part for coders: I've de-spaghettified some code with
the maint gun recipe granters, and the gun crank is now a component.
It's likely you could use it on any item that sends the proper signal,
so I kind of overbuilt it on purpose.
Also the attack_self on guns now returns parent. This should allow it to
send a signal alongside putting your grubby fingerprints on the weapon
when you switch modes. There could be bugs but they should be easy to
fix if they pop up, mode switching on guns works without a fuss.
## Changelog
🆑
add: Added the smoothbore disabler and it's prime variant. You can now
craft a disabler with only one shot and terrible accuracy.
code: Gun cranking has been made a component and could theoretically be
used on more than guns.
/🆑
## About The Pull Request
Refactors arcane barrage (the wizard spell) and blood barrage (the weird
version of the same spell that cultists get) into the magic subtype. No
longer are they rifles...for some reason. Also they have sprites once
again! Yay. Fixes https://github.com/tgstation/tgstation/issues/76561
So as to not replicate a really crappy system used to get the hand
swapping working, I've just opted to take this opportunity to make
arcane barrage an automatic fire weapon. Yes, this is kind of a feature,
but it's...it's appropriate, don't you think? And I don't think
meaningfully changes its fire rate?
Blood Barrage no longer harms cultists/constructs shot by it and now
properly just heals them/injects them with unholy water. Why all this
was shoved into the Bump() proc is beyond me, but it works now. Fixes
https://github.com/tgstation/tgstation/issues/76560
I've improved the variables for some of the cult spells, and I've also
fixed what I think is one the most pesky parts of how drawing blood
works. So, rather than using range(), it uses view(), which seems to
cause the spell to be a bit funky with lighting? So if you're in
darkness (gosh cultists in dim light, how unheard of), this spell
struggles to gather up blood. Not anymore it doesn't!
Lastly, it only worked on blood pools or droplets, not blood trails. So,
you could bleed a character out by dragging them around, but not sap up
the blood they're dropping from doing so. Only the intermittent blood
splatters or your own bloody footprints count.
Here is the funny thing with that. It still cleans up the blood trail.
You just couldn't activate the blood draw from the trail or treat it as
blood. Now you can. Blood trails now give you +5 charges, and you can
activate the blood draw using blood trails.
## Why It's Good For The Game
Arcane Barrage/Blood Barrage:
This was some really old code and I'm still not sure why they were made
as a separate spell to the madoka reference, which at this stage is
still better than this spell. But at least it is using a sensible
subtype with a reasonable, more modern component to facilitate the
'rapid firing barrage of magical bullet' image this spell is meant to
invoke. As a result of all this nonsense, this spell had its sprites
broken because it kept being attached to stuff in the rifles folder.
Let's put a stop to that here and now and break it independently
instead.
Oh also cultists getting shot by healing bullets that still killed them
is both funny and dumb and the way it worked was bonkers.
Blood Draw:
A cultist trying to determine, on the fly, what blood is a valid for the
blood draw is nearly impossible from visual alone. You'd be convinced
this part of the spell is broken just because having a splatter and a
trail on the same tile massively obfuscates whether you're looking at
valid sources of blood. I've struggled to understand as a player what
was going on and why it was so selective about what was acceptable. Now
I see that the problem was one of visual accuracy, bad type checking,
and really, really outdated code that should have been improved with
better procs.
Blood trails are also actually made from dragging out a creature's
bloody corpse. For humans, the most common source of blood trails, this
does actually mean they're losing blood to produce these trails. It
stands to reason this should be a valid source (bloody footprints are,
after all). I gave them a...somewhat minor amount of charge contribution
just to keep it moderately sane for how much blood it generates.
## Changelog
🆑
refactor: Arcane Barrage and Blood Barrage are magic gun subtypes and
not rifle subtypes. Also they have sprites again.
qol: The barrage spells now use the automatic component to do its thing.
fix: Blood Barrage once again heals cultists and constructs without
hurting them.
code: Cleans up how Blood Rites finds blood to draw in. You can now just
click turfs as well as blood, and it should now be much more accurate
about it.
qol: Blood trails contribute to charges gained using Blood Rites. You
can also activate Blood Rite's blood draw using blood trails.
/🆑
## About The Pull Request
Remade because I'm a derp.
The inhand icons for laser muskets did not indicate whether or not they
were charged. Now it will look different depending on the charge.
That's it really! I tried to make them look as close to the original
sprite as possible.
## Why It's Good For The Game
Better indication of if a gun is loaded, and the inhand sprites match
the held ones better.

~~I didn't animate the prime one, but I might if I get bored and this
takes long enough to merge.~~
EDIT: and I got bored. New animated versions:

## Changelog
🆑
qol: laser muskets' inhand sprites will show now whether or not they are
charged
image: new inhand sprites for the laser muskets
/🆑
## About The Pull Request
Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
## About The Pull Request
When they were merging during
https://github.com/tgstation/tgstation/pull/76703 this must have gotten
accidentally put back into the code. This should have been removed by
the recent caseless refactor PR.
## Why It's Good For The Game
Keep the code clean.
## Changelog
Not player facing
## About The Pull Request
New malf AI upgrade
Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly
In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game
It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.
## Why It's Good For The Game
Saner spriters make better sprites. And also, just helps keep track of
things.
## Changelog
🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
It seems the station has attracted the attention of a local polity! They
have sent a friendly reminder to pay their taxes, should the station
respond not in time or refuse to pay their taxes the polity will send a
heavily armed vessel to ensure they would pay their taxes. peacefully or
otherwise.
Gameplay aims: A different playstyle of pirates. most pirates (with the
exception of the greytide) have the same gameplay loop of raiding
vulnerable spots within the station and scurrying away and waiting out
their cooldown in the relative safety of their ship with turrets and
space to hamper the crew's attack my intention of this pirate variation
is to force them to actively fight the crew by making their armor
non-space worthy instead of hiding behind the wall of space
breaching shells for the space IRS to use and recode ammo box code to be
less snowflakey. Also my English isn't the very best and I wrote most of
it at 1AM. please point out any messages that feel strange or out of
place.
Notable Equipment list:
Combat:
1. 2 WT-550's with 6 normal mags + 6 AP
2. M911 with 2 mags
3. 2 combat knifes and a telebaton
4. breaching shotgun with breaching shells
5. Grenade launcher with 6 smoke shells and flashbangs
Armor:
2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for
emergency
Engineering:
1. Sandbags
2. Jaws of Life
3. Syndicate toolbox
Medical:
1. Surgery tools and disk
2. Variety of medkits
3. Blood packs
## About The Pull Request
See #76551. The on hit effect component was treating the `hit_limb` arg
of the projectile on_hit signals as if it were a bodypart item rather
than a string. This wasn't my fault.
Also, invisible arrows because I forgot to set up their definition of
update_icon_state() and base icon state var.
Lastly, the envenomable casing registering a signal on the wrong atom,
and the arrow bullet subtype being defined twice.
## Why It's Good For The Game
This will close#76551.
## Changelog
🆑
fix: Fixes venomous projectiles for real, and invisible arrow sprites.
/🆑
## About The Pull Request
If you are wearing a bible or lighter in your suit slot, or a cowboy hat
on your head, there is a small (2%) chance that bullets (only bullets,
not lasers) will hit them instead of you.
This destroys lighters, removes the storage capacity of the bible, or
sends the hat flying off your head.
The Bounty Hunter's cowboy hat has a significantly higher chance to
intercept bullets.
## Why It's Good For The Game
Adds some fun flavour to these items.
## Changelog
🆑
add: A bible or lighter in your suit slot, or cowboy hat on your head
will occasionally intercept a bullet.
/🆑
## About The Pull Request
<details><summary>What?</summary>
### e.g. double-barrel shotgun
spent shell inserted -> no chambered shell, all is fine -> spent shell
goes into the shotgun's mag -> spent shell gets added to the mag -> gun
chambers a round from the mag - it's the newly added spent shell
2nd spent shell inserted -> chambered shell present, dump it out (but
forget to remove it from the mag) -> 2nd spent shell goes into the
shotgun's mag -> gun chambers a round from the mag - it's the last shell
to be added to the mag - it's the 2nd shell
dump the gun's mag -> mag still has the 1st shell -> dumps the 2nd shell
and the 1st one gets moved to the dump tile
relevant code:
b832e2f477/code/modules/projectiles/guns/ballistic.dm (L369-L380)b832e2f477/code/modules/projectiles/boxes_magazines/_box_magazine.dm (L128-L156)b832e2f477/code/modules/projectiles/boxes_magazines/_box_magazine.dm (L101-L110)
</details>
so we just remove the dumped shell from the mag as well? it works but i
think i'm maybe missing something?
## Why It's Good For The Game
Fixes#54771
## Changelog
🆑
fix: fixed shotguns not clearing their "mag" correctly
/🆑
## About The Pull Request
Someone noted in an issue report that virologists could tank like 7 of
these without breaking a sweat, that's a little goofy. This knocks it
down to 4. You're still getting some protection by having extra gear on,
but you're not immune to it.
Fixes#76389
## Why It's Good For The Game
Xenos should be dangerous to most of the crew without significant
protection. I argue that, while a labcoat is meant to protect from nasty
fluids, it shouldn't completely negate them, especially if a Sentinel
has saved up a good chunk of plasma to throw at you.
## Changelog
🆑 Vekter
balance: Increased armor penetration on xenos' neurotoxin spit.
Well-protected crew members should still take more than a few hits to
down but shouldn't be immune to it.
/🆑
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.
This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!
TO DO LIST:
- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)
Scrapped:
- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)





Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27
Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)
Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver
Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
Firstly, I gave the revolver a new sprite. I mean, this isn't so much of
an improvement as it is a reference I wanted to go with, so if people go
'no not a new sprite' I don't mind reverting.
What's the reference? Check the new name I added as a potential name
roll.

Secondly; I applied to the gun itself revenant bane, the ability to
clear runes, and proper magic immunity as a full null rod would enable.
This last bit was a deliberate design choice, but the divine bow has
full magic protection, so I think this is now more of a consistency
consideration compared to the divine bow.
Thirdly, the revolver is a .38 revolver, HOWEVER, it uses a damage
multiplier to bring it back to the damage it did originally. It also
cannot be reloaded without the prayer action. No cheating. Effectively,
this is the same mechanically as it was before.
It rarely does a funny crit fanfare. This does nothing mechanically, I
just thought it was a funny nod to the sprite's reference (and I guess
another game that the crit fanfare is based on). Borrowed parts of the
code and sprite from this April Fool's pr by Wallemations >
https://github.com/tgstation/tgstation/pull/74425
## Why It's Good For The Game
I think this might have been a little forgotten since implementation now
that we have another projectile weapon for the chaplain. So I'm brushing
it up a bit.
## Changelog
🆑
fix: Makes the chaplain's revolver consistent with its immediate
sibling, the Divine Bow, by giving it similar statistics.
code: Makes the chaplain revolver a .38 but prevents it from being
loaded without using the special prayer action. Also applies a damage
multiplier to keep it at the original 18 force. Mechanically, no
different.
sprite: Gives the chaplain revolver a new sprite.
code: Removes an unnecessary admin log when removing runes.
/🆑
The reusable and caseless types only purposes are the behaviors of
deleting the casing when fired and spawning a new object when the
projectile ultimately reaches its maximum range or hits a target, both
of which are easily "elementizable". Also, I don't like those barely
filled sub-folders in the projectile module, and the fact we've
divergent reusable and single use arrow types.
## About The Pull Request
uh. tin? regal condor's spread override got dropped so it should just be
getting the base gun spread of 0.
## Why It's Good For The Game
So, quick review on what you have to do to make the Regal Condor:
- emag a cargo console (4 tc investment)
- drum up 20k credits (or 22k if you're private-ordering it)
- read the memoirs to unlock the recipe
and then, the recipe for the gun itself involves stealing the captain's
crown and getting your grubby mitts on:
- a makarov (7 tc),
- 3 raw telecrystals (3 tc)
- a tactical toolbox (1 TC/spaceloot)
- a syndicate mask (contraband crates/spaceloot)
The gun itself does not come with a magazine; magazines are a separate
recipe and, as part of the recipe, require 2 raw TC each.
If you manage to put it together, I think you should feel confident in
your gun's ability to hit where you click, and not have to worry about
random projectile deviation shooting a wall or a tank, instead of the
security officer who probably wants to kick you in the nuts for emagging
a great many things and/or gathering the components to make a really
spicy handgun.
## Changelog
🆑
balance: The Regal Condor's base spread has been reduced to 0, like damn
near every other gun that exists.
/🆑
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## 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.
/🆑
## About The Pull Request
Both the element and the object were trying to add an element as a
component, which to my amusement, just silently fails without throwing
any runtime, crash or stack trace (stuff for another PR, I suppose).
## Why It's Good For The Game
This will fix#75448.
## Changelog
🆑
fix: arrows can now be actually coated with reagents.
/🆑
## About The Pull Request
Runtimed from `90 / null` here.
What's the point in a `?` sanity check if you don't default it to any
values? Come on guys
## Why It's Good For The Game
Bugfix
## Changelog
🆑 Melbert
fix: Fix shooting guns without a magazine loaded making no fire sound
effect
/🆑
## About The Pull Request
Rockets can't embed anymore and are now blunt objects (so they cause
blunt wounds instead)
This is what could happen before:

## Why It's Good For The Game
I've been told that the embedding is not intentional, so this PR fixes
an oversight
## Changelog
🆑
fix: Rockets can no longer embed in people and cause blunt wounds
instead of piercing
/🆑