Other pr had some weird check failure, making a new pr to see if it
fixes it.
## About The Pull Request
After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.
This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.
- The Lustrous:
A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.
- Geode Pirates:
A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.
However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.



## Why It's Good For The Game
When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.
With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
## Changelog
🆑
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Tip tells people that touching SM with telepathy will result in
disintegration, while it's impossible to actually "touch" the SM with
telepathy. Telekenesis, however, will dust your brain if you click on
the SM. First PR, so if something is messed up don't be suprised.
## Why It's Good For The Game
Lying to people is bad. Warning people not to dust themselves on the SM
is good.
## Changelog
🆑
fix: Tips now mention telekenesis dusting you when used on the SM, not
telepathy.
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
This adds two new dropdown menus for AI preferences with holograms and
status displays. It also sets these preferences if admins transform a
player into an AI.
## About The Pull Request
Plastic sheets chemist tip is more in-depth and clear
Added holy explosion chemist tip
## Why It's Good For The Game
Tips good!
## Changelog
🆑
qol: Plastic sheets chemist tip is more in-depth and clear
qol: Added holy explosion chemist tip
/🆑
## About The Pull Request
Alphabetises some lists, json, and type paths related to phobias
## Why It's Good For The Game
It's neat and tidy
## Changelog
Not player facing
<!-- 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
BLOK -> BLOX
<!-- 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

<!-- 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. -->
🆑
spellcheck: BLOX is the name and posibrain is the game.
/🆑
<!-- 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,
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## About The Pull Request
This fixes a hidden side effect of the "refactor" in #73147 that
actually caused ALL existing suffocation damage dealing/healing
chemicals to not work on species that breathe gases other than oxygen.
This is also good for future code since if you want a chemical to not
affect a specific species or such, you should explicitly define that, it
shouldn't be implicitly done for you in the background with 0
implication.
Also reverts #74247 since it's no longer needed.
<!-- 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
First off, the change was unintended. It was intended to be a refactor.
Second, the change is unfun and isn't explained anywhere. It isn't very
fun to sit on the floor in medbay while even the most experienced
doctors can't figure out why the strongest suffocation healing chemicals
in the game aren't working. Cue this on repeat for 30 minutes. I've
personally experienced this like 10 times now and even I didn't know why
it was happening.
Even if you know the change exists, it's still extremely convoluted to
get around. You have to do CPR on a plasmaman at the speed of an average
cheetah or abuse the brute/burn revival method.
<!-- 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. -->
🆑
fix: Suffocation-handling reagents work on all species once more.
spellcheck: Added a previous tip for handling plasmaman suffocation back
into the game.
/🆑
<!-- 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. -->
## About The Pull Request
See title.
## Why It's Good For The Game
"As a Medical Doctor, treating plasmamen is not impossible! **Salbutamol
stops them from suffocating** and showers stop them from burning alive.
You can even perform surgery on them by doing the procedure on a roller
bed under a shower."
This is no longer the case, as for some reason, someone specifically
went out of their way to make most methods of healing oxyloss not work
on plasmamen and other humanoids that don't breathe oxygen. Why? I
dunno, but it makes this tip outdated (and dealing with certain
conditions way more annoying).
Lowkey, if I got maintainer support for it, I wouldn't mind sitting down
to make a PR to completely excise required_respiration_type from the
game. I don't really see what it adds to the game, other than creating
these edge cases where plasmamen (and nitrogen breathers downstream) get
extra-fucked over by certain mechanics.
🆑 ATHATH
spellcheck: Tweaked an outdated doctor tip to reflect that fact that
salbutamol can't heal plasmamen (outside of very specific edge cases).
/🆑
## About The Pull Request
New DLC bout to drop.

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.
### New basketball mechanics that now utilize stamina:
- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

### Now to introduce the teams:
<details>
<summary>Nanotrasen Basketball Department</summary>

</details>
<details>
<summary>Greytide Worldwide</summary>

</details>
<details>
<summary>Lusty Xenomorphs</summary>

</details>
<details>
<summary>Space Surfers</summary>

</details>
---
Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.
#### TODO LIST
- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame
## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._
## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
Reverts tgstation/tgstation#73909
see #73944
secondly it has been reported that deportista is the spanish word for
sportsman and a google translate backs that up.
This whole PR has basically character assassinated someone for no
reason.
## About The Pull Request
Floyd was cringe like usual, while most of the names are bad, deportista
really takes the cake.
## Why It's Good For The Game
Nobody wants another 'meatball' situation happening to the codebase down
the line.
## Changelog
🆑
qol: Mexican tourist bots are slightly less racist.
qol: Japanese tourist bots will no longer request atomic bombs, what the
fuck is wrong with you qust?
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/pull/73306 removed
mob/animal.dmi, TCG was using it. Updates to the new location.
## Changelog
🆑 LT3
fix: Fixed broken icon path in TCG set
/🆑
## About The Pull Request
Adds a traitor final objective to make the station AI malf. It will give
you a infected law upload that should be used on the AI itself or law
upload console to replace the AI laws with SyndiOS(the person uploading
the laws will be considered as the only syndicate agent), and make it
malfunctional with an objective to protect the uploader(the objective is
cosmetical, since Ai basically is forced to do this by its laws).
Additionaly gives +50 processing time to the malf AI to make things go
faster.
This is tested locally, the objective itself is functionall, as well as
the upload board item.
<details><summary>Screenshots</summary>
<p>


</p>
</details>
Balance-wise this should be okay, since most of the already existing
traitor objectives are more impactful like this(SM cascade, budget
nukies, etc.)
## Why It's Good For The Game
Increases the variety of possible final objectives for traitors to
complete. This one gives fun not only to the traitor themselfes, but
also allows the station silicons to have some fun.
## Changelog
🆑
add: Added a traitor final objective to infect the station AI with a
virus, that turns it malf and fully loyal to the traitor
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request

## Why It's Good For The Game
Lots of QoL and structural changes in attempt to make the cool map even
cooler.
## Changelog
🆑 MMMiracles
add: Tramstation has received a substantial overhaul! Please consult
your local tour guide and station maps for changes.
/🆑
**Changes (as of so far)**
- The Tramstation tunnels have been extended 6 tiles each way, making
that trek across the central rail a little more dangerous.
- No more mid-way safety net on the transit rails. You're either making
it or you're jumping to the bottom floor to avoid the tram.
- The central rail apparently had a negative slowdown, meaning you
actually WERE faster to just run the gauntlet because it literally made
you faster. This has been reverted because I want you to get hit by a
train.
- The side routes are now a bit more dangerous since you can get pushed
off into the lower floor
- Fauna overhaul! Several locations including the transit tunnels have
gotten some greenery to help liven up transit between sectors. Please do
not rip up the AstroTurf it is very expensive in space.
- Handicap-accessible departments! Every major wing and departments with
multiple floors has been given a 2x3 elevator segment for those among
the crew who have been hit by the tram a few too many times. Handicap
inaccessible staircases may or may not come after this (i hate the
handicapped)
- Expanded Security wing! You know that lame hallway between
interrogation and the courtroom access? Now its a whole holding wing fit
with essentials to keep your inmates content while waiting for their due
process (never ever).
- Reworked Bridge! Front row seats to the western tram dock as well as a
furnished meeting room with various corporate memorabilia!
- The HoP's office has been moved to function more as an arrival gate
for late joining crew! Scenic queue lines and an option to block off the
lower dorm access if you really want to enforce the 'Papers, Please'
roleplay you've always wanted out of your HoP experience.
- Combined the teleporter/gateway/eva access into one special external
operations room. All you off-station needs in one convenient place!
- More multi-z integration! Several segments (mainly maintenance level
transfers) have been given overhangs and better methods to move between
levels. This is still being expanded upon as of current PR posting.
- The power/pipe access shafts have been changed to be more
public-facing and now also act as another inbetween for
maintenance-dwelling crew to shift between floors.
- Multi-z solars! Both solar wings have been extensively overhauled to
include multi-z structuring and easily doubled the amount of roundstart
panels on the map.
- Escape pod bay! [Casually borrowing from a certain ship
map](https://tgstation13.org/phpBB/viewtopic.php?t=32834), there is now
a centralized location for all station escape pods on the floor below
Arrivals. Honestly makes more sense thematically instead of having a
bunch of scattered bays.
- MULEBOT integration! Each major department now has delivery drop-off
points along with Cargo getting a minor restructuring to fit 4 MULEBOTs.
Seedy side-tunnels and drop points have been added for departments that
aren't normally accessible from upper maintenance so they can still
properly deliver cargo if sent this way. I can't guarantee this won't
end in MULEBOTs getting ran over by a tram because they're fickle
beasts.
- Complete rework of the disposals/piping/wirenet! I literally ripped
everything up and rebuilt it with (hopefully) better stability in mind.
Disposals is now also set up in that it'll try to avoid going through
departments unnecessarily if your package isn't marked for it.
- Cargo's mail room and trash room has been overhauled to be more easily
accessed for cargo techs and for routing mail.
- The chef has access to the morgue's back door via the front
maintenance hatch while Robotics can now access the same back door via
their maintenance shaft.
- The chem lab's starting area has been expanded so chemists don't have
to worry as much about digging if they don't have large projects.


## About The Pull Request
Adds a new holodeck layout that features a TGC card fighting arena,
complete with holographic representations of your cards. Cards act the
same as physical cards when displayed except you can see the stats of
the cards without needing to inspect and the cards stats can be modified
on the fly for keeping track of equipment.
Example:

## Why It's Good For The Game
TGC is a significantly more complicated game then the other ones we have
like UNO and CAS and is extremely messy to play on a table ingame, this
provides a much clearer way of visualizing the game by having all active
creature stats on full display at all times without having to rely on
inspecting cards to check.
## Changelog
🆑
add: Introducing a new holodeck map, the TGC Arena, featuring hologram
projectors for your trading cards.
fix: Janitor and Intern TGC cards are now considered creatures rather
than just humans.
balance: The price of card packs has been reduced from double a paycheck
to 3 quarters of one.
balance: The number of cards available in the good clean fun vendor has
been doubled.
/🆑
## About The Pull Request
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
## Why It's Good For The Game
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
## Changelog
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
## About The Pull Request
Allows you to place plating without placing down lattice as long as
there's a valid supporting tile nearby (walls, plating, floors, etc.).
Also fixes magical letter variables in turf code.
Mothblocks requested this.
https://user-images.githubusercontent.com/65363339/209391286-d2bded8e-1278-481b-9a48-00e9312a6e54.mp4
## Why It's Good For The Game
Reconstruction is tedious and expensive and this aims to make
reconstruction less tedious and less expensive.
In order to place down plating currently, you require 0.75 metal
minimum. 0.5 metal for the lattice rod underneath, and 0.25 for the
floor tile. Adding a polished floor on tile is a full 1 metal per tile.
Fixing two 5x5 rooms worth of explosions is a total of 50 metal
currently. This effectively cuts the costs in half while making it more
convenient to reconstruct. Note that when explosions destroy floor tiles
it destroys metal, which is why the cost of reconstruction is important.
## Changelog
🆑
balance: You can now place plating adjacent to already existing plating
without having to place rods first.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
It's happened to me _repeatedly_ that I'd see someone down on the floor,
and wanted to just, give them a hand, so they could take it and get up
that way, without just, directly clicking on them, since that's a little
bland. I've also wanted to just, offer my hand to someone so they could
grab it, so that I could pull them alongside me, rather than just
targeting one of their arms and ctrl-clicking them.
I've had this idea for a _long_ time, and only just decided to do this
today.
Now, I know what you might say. "Golden, that's a lot of code for
something this simple!" You're not wrong. _However_. I decided to go
along and to give some more love to the `/datum/status_effect/offering`
status effect and the offering-related alerts, to make them a lot more
versatile and a lot less hardcoded. Hence the whole "refactoring" part
of this.
Of course, when I add something, I don't do it half-way. So, the way the
emote works is much like the `*slap` emote, except that:
- When you click on someone, it does the exact same as if you were
offering the item to them, except that it's targeted (much like
ctrl-shift-click).
- If there's nobody directly adjacent to you, it won't do anything.
- If there's at least one person lying down around you, you will offer
them your help to get up. Should they take your hand and let you help
them up, you will both receive a simple memory about being helped up (or
helping up), as well as a 45-seconds-long small mood buff, because it
feels nice to be on either end of such a friendly gesture. If they get
up, they automatically get disqualified from being offered some help
standing up, and likewise, if you lie down, that offer goes away as
well.
- If there's at least one person around you, you will instead extend
your hand in their direction, for them to grab onto it. Should they do
so, you will then grab them by their arms and pull them.
I reworked the offering status effect to no longer have a hardcoded
`can_hold_items()` check, so that kisses and the hand offering would no
longer need you to have free hands to complete. The logic here is that
you can still pull someone even with both hands filled, so I figured I'd
leave it this way.
Note: If anyone would like to give the item a better sprite, by all
means, go ahead, that'd be amazing. I'm just not really a great spriter
and couldn't be bothered to waste hours making a very _meh_ hand.
## Why It's Good For The Game
It's fluff, and nice fluff at that. It makes it easier for people to be
nice to one-another without having to necessarily spend so long writing
up an emote that the person on the floor will already have gotten back
up. I'm sure the MRP folks will like it, and I'm certain the HRP
downstreams will love it too ;)
## Changelog
🆑
add: Added the *hand emote, which you can offer to someone standing up
in order to give them the possibility to grab onto your hand and let you
drag them away, or to someone lying down to help them back up, which
always makes everyone involved a little happier!
refactor: De-hardcoded and genericized a lot of the offering status
effect and alert code, to make it require a lot less copy-paste to
handle new cases.
fix: Offering a kiss no longer requires the receiver to have free hands
to accept said kiss!
/🆑
## About The Pull Request
Replaces a kind of really uncomfortable and actively non-interactive
abductee objective with a more interesting one that encourages people to
become a horrifying amalgamation of various bodyparts.
## Why It's Good For The Game
I kept forgetting this was a thing, and boy is is creepy. And not in the
interesting way. This feels more interesting and interactive than hiding
away to apparently give birth and have...nothing happen.
## Changelog
🆑
add: Replaces a less interesting abductee objective with THE PROMETHEAN
HORROR. The Flesh is Weak, the New Flesh is Not So Weak.
/🆑
## About The Pull Request
### Refactor
Pirate gangs are now datumized for extendability, custom dialogue, etc.
### Psyker Gang 🧠
Psyker-gang Members are pirates who are... yes, Psykers. They're on a
gore-binge and need some money for more hits of gore!
- Gore autoinjectors, filled with dirty kronkaine. Don't overdose,
you'll go splat.
- Psykerboost armor, reactive armor that refreshes psychic abilities.
Given to the leader.
- [x] @Fikou is making the map :D
## Why It's Good For The Game
God I fucking love variety also now we can add as many different pirates
as we so desire
<details>
<summary>Spoiler warning</summary>

</details>
## Changelog
🆑 Tralezab code, Fikou's map, PigeonVerde and Halcyon for sprites!
add: Psyker-gangers are new pirates
refactor: refactored pirate code so we can add more in the future
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
- Add roundstart tip to let new doctors now that morgue trays and
freezers prevent organ decay
- Renamed organ decay proc to be `toggle_organ_decay` instead of
`recursive_organ_check`
## About The Pull Request
closes#71565
## Why It's Good For The Game
rad collectors do not exist
rad collectors do not exist
## Changelog
🆑
spellcheck: removed a reference to radiation collectors in tip of the
round
/🆑
## About The Pull Request
- Adds 5 new heretic spells!
- For Flesh: Flesh Surgery. This spell is a touch spell that can either
be used to heal your minions or extract organs from mobs.
- For Void: Cone of Cold. This is a simple spell - it shoots out a cone,
of cold, that freezes and damages people caught in it.
- For Ash: Volcano Blast. This spell functions like Tesla Blast, but
instead of electricity, it shoots out of a beam of fire that hurts to
walk over.
- For Blade: Realignment. Think of this like "Fleshmend but for stuns /
stamcrit". It rapidly regenerates stamina damage and reduces stuns,
while making you a pacifist. It can also be cast in rapid succession,
but this will increase the cooldown.
- For Rust: Rust Construction. Point at a rusted tile, and a wall will
be raised where it was instantly. This even damages people and throws
them aside - Or, if on a multi-z map, can lift up.
- Number of influences has increased.
- 5 at 1 heretic
- 9 at 2
- 12 at 3
- 14 at 4
- 15 at 5
- 16 at 6, and so on
- Heretics are given a 5th sacrifice target, selected randomly. On
average an additional sacrifice is needed for their objectives.
- Being sacrificed grants you a permanent phobia of the supernatural.
Phobia of the supernatural has been expanded to cover heretic items and
mobs.
- The equation for offhand damage of blade heretics was tweaked. Actual
result unchanged, it's just more resilient to future changes now.
- Touch spells were refactored a bit, and overall expanded to be easier
to use
- Charged spells were added, and charged beam spells. Tesla blast uses
this.
- Cone spells were refactored to be easier to setup.
- Jaunting will now hide your runechat when it triggers, to make it less
easy to follow.
- Heretic Ghouls now take less stamina damage based on how low their
health pool is.
- Emote based spells now require hands to be unblocked to be cast, like
mime spells.
- Yes this gets rid of handcuffed invisible walls... Not 100% on this,
but I figured it's good for consistency? Open to discussion
## Why It's Good For The Game
A lotta feedback has passed through about heretic and it's time to
address some of it
- Problem: Not enough cool flash spells. Makes Focus not worth it.
- Solution: Adds some more spells to encourage focus use.
- Problem: Sacrifice targets being too willing or not harmed enough
- Solution: A permanent trauma.
- Problem: Not enough ways to power up.
- Solution: Adding more influences around, though I think there should
be more variety in knowledge rituals as well.
- Problem: Ash Passage sucks
- Solution: Makes it a smidge better to stay hidden with it.
- Problem: Heretic Ghouls get one hit by batons
- Solution: Stamina modifier should put them on par with unmodified
humans.
## Changelog
🆑 Melbert
add: Added five new heretic spells, one for each path. They come after
the Ritual of Knowledge.
add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a
cone which deal damage and freezes.
add: Flesh Surgery for Flesh heretics. A touch spell which can either
heal minions or be used on mobs to extract organs without surgery.
add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast,
which fires out a beam of fire that bounces between people.
add: Realignment for Blade heretics. Fleshmend, but for stuns and
stamina damage. Makes you a pacifist, but rapidly regenerates stamina.
add: Rust Construction for Rust heretics. Places a wall of rust on the
target rusted flooring. Can even be used to ascend z-levels!
balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of
Lesser Cleave slightly.
balance: Slightly more influences will spawn on the station per heretic.
balance: Heretics require an additional sacrifice on average for
ascension, but are given a fifth sacrifice target (randomly selected).
balance: Being sacrificed by a heretic now gives you a permanent phobia
of spooky things, including heretic mobs and items.
balance: Heretic ghouls now take reduced stamina damage, depending on
how small their health pool is.
balance: Using Jaunts will conceal your runechat for their duration.
balance: Spells which require emoting (Mime spells) require your hands
not be blocked to use.
refactor: Touch Spells were improved a bit. Added some new template
spells - Charged spells, and Charged beam spells.
fix: Fixes a runtime from losing heretic.
/🆑
Autodocs dreaming.dm and bedsheet_bin.dm.
Also adds a bunch of new subjects for your dreams to choose from. This list was way more sparse than I expected, so I felt obligated to add to it.
I felt there were too few junkmail, especially during lowpop rounds when much of the mail is just junk, so I thought it would be nice to add some more.
Why It's Good For The Game
I just wanted to reduce the amount of times you see the same lines over and over, while adding some (hopefully) funny lines.
Changelog
cl
spellcheck: Junkmail message types have more than doubled, you should expect more diverse junkmail now.
/cl
Wallemations reacted with thumbs up emoji
Wallemations reacted with laugh emoji
Wallemations reacted with heart emoji
About The Pull Request
A zombie rotten tongue has a complex language modifier.
The language modifier works by:
All occurrences of characters "eiou" (case-insensitive) are replaced with "r".
All characters other than "zhrgbmna .!?-" (case-insensitive) are stripped.
Multiple spaces are replaced with a single.
Lower-case "r" at the end of words replaced with "rh".
An "a" or "A" by itself will be replaced with "hra".
The first character is capitalised.
Some interesting dialogue examples:
Bab, am gaa habbah abah zah namrh ah Bh!rh!b?
Bob, are you happy about the death of Philip?
Zah bang bang man ganna harm mah zambah?
Will the Zombie Hunter attack me?
Mah zambah nah harm brazzarz.
I do not hurt brothers.
Mah zambah ganna gangbang harmanz zammarrar.
I will kill humans tomorrow.
Mah zambah am nah habbah, an mah zambah gab, -Graaaagh!-
I am not happy, and I say "Graaaagh!"
The language idea was taken from a zombie game back in 2005 called Urban Dead. It's no longer developed and I made all the code myself while following the given language rule structures.
Zombie Speech Translator
Zombie Language Examples
Zombie Dictionary
Why It's Good For The Game
Abracadabra - The Steve Miller Band
Ah raab zha brahnz ahn zarh hagh, (I love the brains in your head)
Ah ganna barg abgrah gangbang, (I'm gonna eat them when you're dead)
Az rahnah zarh ranz ahn hahg ahahz, (Now as you run and hide away)
Zarh harh mah zambah az hah zahz: (You hear my zombie as he says:)
Abra-abra-gababra, (Abra-abra-cadabra)
Ah ganna rahg arg ahn grab zarh! (I'm gonna reach out and grab ya!)
Abra-abra-gababra, (Abra-abra-cadabra)
Ah ganna rahg arg ahn grab zarh! (I'm gonna reach out and grab ya!)
Changelog
cl
add: Rotten zombie tongue has a new speech modifier that converts spoken language into zombie sentences. If the person speaking is a high-functioning zombie this is bypassed.
/cl
* Refactors hallucinations slightly, organizes them
* Refactors hallucination into a status effect
* Further hallucination proper refactoring
* Refactors battle hallucinations
* Refactors "fake item other" hallucination
* Gets it a bit closer to working state
* Refactors screwydoll and fake alerts
* Refactors fake inhand items
* Refactors a few more.
- Fake death
- Fake messages
- Fake sounds
- Projectiles
* Refactoring delusions, hallucination effects
* Furthering the hallucination status effect
- removes copypaste of hallucination pulses
* Almost finalizes the changeover to status effect
* Last staus effect stuff
* Delusion business
* Airlocks, fire, and more delusion stuff
* Finishes screwyhud. It compiles now!
* Swaps screwyhud over to a grouped status effect
* Removes hal_screwyhud
* Comment
* Bugfixing
* image cleaning
* Get rid of this it came back
* What if I finished this branch?
* Oops
* Messing with the randomness
* Mass hallucination tweaks
* +
* Some more mass tweaks
* Review
* Updates
* Unit tests hallucination icons
* More tweaks
* Move folder
* Another re-name
* Minor tweaks
* Anomaly unity
* Mass hallucination buffs
* t
* Sig
* Merge
* Lints
* Unit test already coming in clutch
* Another failure
* Use named args for cause_hallucination via some define trickery
* Some cleanup
* This is better
* adds some hallucinations
* Oops
* More sounds
* Tweaks
* Some additional documentation
* Flash
* Fixes mass hallucination
* Json changes
* Updates documentation
* Json conflicts
* Makes it work
* Missed that one too
* Helpers
* More signalization (WIP)
* Fixes bump
* Missed a helper use
* Dumb
About The Pull Request
Every single part of maintenance has been segmented into modules with multiple variants with different themes. As it stands, there are currently 80 modular parts that come together to form the entire maintenance layout for both levels. Part 1 of a 2 part PR set, requires #69486 to have full effect.
Why It's Good For The Game
Maintenance as it stands is a bit barren, not much reason to explore it with boring same-same rooms despite current randomized modules. With these issues in mind, I completely scrapped maintenance as it was and rebuilt it in mind with full modular segments with proper documentation on what each piece is and where it is located. These changes were also designed to make maintenance more friendly for our dark-dwelling antags and xenos alike, as each major module now has an air vent and scrubber.
Fixes#68320
Main Event:
Every single part of maintenance was turned into module chunks. Sections of the map that originally had maintenance was traced out with checkered flooring so mappers can still see the general layout of the tunnels when making larger edits.
Every module has been documented with proper nodes with descriptions of where each module is located on the map.
Each main module has a regular variant and an abandoned variant. Abandoned variants have blocked access routes and look more like unfinished carved out tunnels than regular maintenance.
Each module has 2 attachment points barring 2. Each attachment has 3 potential layouts that are chosen each round. A storage room with construction supplies one round might be a carved out room with minerals the next.
QoL/General Fixes:
Maintenance should have much more xeno/antag spawns to give various mid-round antags better chances at starting.
Camera network has been given a once-over with duplicate/floating cameras fixed.
The helpful bots in the lower tunnel should now actually do full rotations instead of whatever the hell they were doing before.
I still need to do some testing with disposals and final touch ups to make sure there aren't any weird overlaps, but as of right now the actual mapping quality is ready for review.
About The Pull Request
Adds 26 new names for mimes that can be found by randomizing your name in the character editor.
Why It's Good For The Game
There's currently 5 times as many random clown names as there are random mime names (124 to 24, specifically). This PR helps close the gap, which adds variety to the names of mime players, whether they're hardcore random or their player just couldn't think of a name.
About The Pull Request
Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.
Fixed some minor spelling errors as well.
Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.
Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.
I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game
Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog
spelling: improves spelling and adds more flavortext
Removes number-only AI names.
Removes AI names that starts with/only has numbers in their name, because they cause runtime errors and because I don't believe we should support number-only AIs.
This PR re-arranges the service departments in a way that pushes the bar/kitchen upfront and center with Hydroponics and the less important rooms taking a backstage on the lower floor.
The kitchen and bar should be front-and-center attraction for easy access and crew interaction. The fact something like aux storage was more easily accessible/visible than the bar was a weird choice ultimately. Hydroponics is still a department that gets visited by other crew, so ideally their presence on the lower floor will still suffice for giving active reason to see traffic on the lower floor.
Main Changes:
The bar is now a centralized layout that sits in front of the kitchen segment, giving a combined department area that both the chef and bartender control.
The gambling/card game tables have been moved to the side to their own 'skill game' room with dimmed lighting.
The theatre now has a more proper main stage that is easily seen from the new area entrance.
Hydroponics, custodial closet, law/courtroom and tool storages were moved downstairs as they aren't as active but still allow quick access via direct stair access from the central dock.
The surrounding maintenance was re-arranged a bit to accommodate these changes with some modular maintenance changes/removal (mainly the weird additional cave between cargo/service).
To help associate product movement between the chef and botanists now that they're on different floors, the smart fridge now has a dumbwaiter that both departments can call up/down to their room to access. Adequate protection has been added to prevent people from somehow accidentally getting crushed by said new dumbwaiter.
The service lathe has been moved downstairs with a general access room between the barman's storage room and the freezer.
The kitchen freezer is now a snow-filled room that is actually colder than the normal rooms, but not cold enough to be uninhabitable.
The one-way access helpers on sensitive maintenance doors like power hatches have been removed.
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.