Commit Graph
286 Commits
Author SHA1 Message Date
NamelessFairyandGitHub d6b02e651e Updates a tip referring to the right click menu to refer to the shift right click menu (#69500)
About The Pull Request

This tip got forgotten about when right click interactions were added, it now correctly conveys its original intent.
2022-08-29 14:15:33 -07:00
John WillardandGitHub 5c0474fa1b Removes number-only AI names (from ai_names). (#69458)
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.
2022-08-26 08:22:07 -07:00
tralezabandGitHub 39885334ea Removes Thieves (#69304) 2022-08-19 21:39:58 -07:00
ShizCalevandGitHub 622d5cb3a6 Adds a second tip warning botanists about the dangers of combining the chemical traits of bananas and watermelons :) (#69155)
* Adds another tip warning botanists about the dangers of combining the chemical traits of bananas and watermelons :)

* extra space
2022-08-13 13:33:19 +08:00
ShizCalevandGitHub adeb9d95a0 Adds QM to authority & conspiracy phobias, QM's bedsheets will now make you dream of authority and SILVERY IDs (#69037)
Adds QM to authority & conspiracy phobias
2022-08-09 22:38:34 -04:00
CharlotteandGitHub c10dfd274c Fixes Oh Hi Daniel shuttle using the wrong name. (#68791)
* Removes "Oh Hi Mark" from in game reference in place of "Oh Hi Daniel" (the intended correction)- In accordance to https://github.com/tgstation/tgstation/commit/8b4524603435c90a7d9816fac18aa820321deb3a
2022-07-28 18:06:42 -04:00
John WillardandGitHub 50041dbb2a Fixes seperation in redpill messages (#68581)
fixes separation

Minor spellcheck from seperation to separation in redpill's json
2022-07-22 13:25:28 -04:00
tralezabandGitHub abc8a3cb5f IAA is now flavored around rooting out corruption, to discourage security teaming. (#68570)
* IAA's flavortext now encourages traitors not to disclose their antagonist status to security personnel to team up.
2022-07-20 20:58:10 -04:00
MMMiraclesandGitHub 1821291b3c Tramstation: Service Wing Overhaul (again hhhhhh) (#68084)
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.
2022-07-06 20:03:40 -06:00
MrMelbertandGitHub d1b333a1ae Removes a misleading tip + unused defines related to the Ballmer peak (#67906)
* Removes a misleading ballmer define, as drunken science points were removed in experisci.
2022-06-24 16:35:03 -04:00
TimandGitHub 0b7dd88e32 Add atmospheric technician gas meter text tip (#67757)
Add atmospheric technician gas meter tip
2022-06-15 01:35:17 -04:00
IamgoofballandGitHub aebd156a43 CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* 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.
2022-06-07 21:38:02 -04:00
TimandGitHub 8576db2f32 Add Russian Roulette memories and moods events (#66051)
About The Pull Request

This adds memories to a nearby audience if someone is playing Russian Roulette with a loaded gun. The person who wins or loses also gains a positive or negative mood event that is long lasting. All of these events only trigger if the person playing is targeting a lethal area.
Why It's Good For The Game

Being able to add Russian Roulette to engravings would be pretty cool.
Changelog

cl
qol: Playing Russian Roulette with lethal intent now creates a mood event for the user and is engrained in any nearby peoples memories. The more bullets the better the memory and mood boost.
/cl
2022-06-07 21:25:11 +12:00
TimandGitHub 665e703235 Rearrange tips.txt to have job tips first (#67560)
* Rearrange tips to have job tips first

* Update tips.txt

* Update tips.txt
2022-06-06 23:57:41 -04:00
itseasytoseeandGitHub 878e3b8d37 Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
2022-06-06 15:29:57 -05:00
FikouandGitHub d05a910996 ninjas now get told about pinning modules and the direction to the station (and adds pinning module round tip) (#67525)
* another morbius joke i suppose. how prosaic

* oops

* nvm
2022-06-05 23:14:30 -04:00
SpaceSmithersandGitHub f499d6e48d Removes an obsolete Tip of the Round about PACMAN generators. (#67536)
removes obsolete tip
2022-06-05 23:06:29 -04:00
FikouandGitHub ee3ab47e01 Adds the Ninja MODsuit (#67220)
Why It's Good For The Game

Ninja code is pretty bad, I think it's best to move away into nice modular stuff instead.
Changelog

cl Fikou, PositiveEntropy, Nerevar, InfraRedBaron
refactor: the ninja space suit is now a modsuit
fix: fixes dash beams not working
/cl
2022-06-01 09:25:27 +12:00
TimandGitHub 20e4add487 Change healing by sleeping to be affected by sanity, darkness (or blindfold), and earmuffs. (#65713)
About The Pull Request

Depending on the mob's sanity level, it can have a positive or negative boost to healing effects while sleeping. Sleeping in darkness, wearing a blindfold, and using earmuffs also counts as a healing bonus. Beauty sleep is very important for 2D spessmen.
Why It's Good For The Game

This is a small gameplay change that rewards players for keeping their sanity at good levels. Also depression has also been linked with impeding wound healing in real life. The placebo effect on peoples minds is strenuously documented and I think it would be cool to see it in the game.
Changelog

cl
expansion: Healing by sleeping is now affected by sanity, sleeping in darkness (or using a blindfold), and using earmuffs. The healing from sleeping in a bed was slightly decreased.
/cl
2022-05-20 21:12:02 +12:00
FikouandGitHub f501b1e49e MODsuit module update: new stuff and improved old stuff (#67042)
Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
2022-05-18 01:19:31 -04:00
TimandGitHub aaef545968 Revert "Add stamped requisition forms now give bonus credits (#66230)" (#66851)
This reverts commit f021767645.

This reverts commit f021767 from:

    Add stamped requisition forms now give bonus credits #66230

This bug was encountered when we were testing this PR but I thought it got fixed.
Why It's Good For The Game

Cargo crates will now reappear.
2022-05-10 15:28:10 +12:00
TimandGitHub f021767645 Add stamped requisition forms now give bonus credits (#66230)
Requisition forms now grant bonus credits when they are stamped by the appropriate stamp listed under "Authorization Required:" on the form. Initially I was just going to have the req forms give the same amount of credits as the manifest but I was convinced to lower both of them so it doesn't unbalance crate returns too much.
2022-05-08 11:28:26 -07:00
Y0SH1M4S73RandGitHub 869a622d79 Eigenstasium overdose effect lines now use a strings file (#66579)
A simple little code improvement that makes eigenstasium lines into a strings file.

Cleans up eigenstasium effect code, and also opens up the possibility to use the new strings file for much more dynamic lines.
2022-05-06 14:49:34 -07:00
22aa3566ab Card Shark DLC - GIMMIE MY MONEY OR I BREAK YOUR KNEECAPS (#64200)
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-02 16:56:30 -07:00
tralezabandGitHub 621544c22d Super Thief Health Update: Disables Hoarder, Adds All Access Fan, Rarely Thief Hideouts in Maint (#66123)
Disables hoarder. Before there was a 30% chance to roll hoarder, moved 20% to thief and 10% to a new theme called All Access Fan.

Adds the All Access Fan, who has the goal to steal 6 to 10 unique roundstart IDs. That means the ones you were given when you join the shift!

When the first thief is created, there is a 20% chance of a thieves guild being chosen. This is an abandoned room in maintenance all thieves know of, for meeting up. Thieves get a big mood boost from hanging out there!
2022-04-21 14:16:47 -05:00
MrMelbertandGitHub ab51d5a00c Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink) (#66031)
* Refactor slurring + cultslur to be a status effect

* Refactors stutter to be a status effect

* Adds a VV helper and a setter
- also adds heretic slurring text

* Adjustments to the heretic slurring

* classified VV key correctly

* "Normal" -> "Drunk" slurring

* social anxiety fix

* Adjusments and an accidentally reverted fix

* comment

* Fixes drunk file + two other minor issues

* merge skew time

* comments

* Generalizes this proc for the future.

* Missed stuff

* Numbers adjusted the wrong direction

* missed a single one

* incorrect numbers

* changes add/remove to "adjust"
2022-04-14 21:36:52 -04:00
PetMudstoneandGitHub b1ad0aea25 Consistent names and spelling. (#65736) 2022-03-31 17:45:42 -04:00
BluBerry016andGitHub 119b0c8707 Buffs The Ecto-Sniffer Again (#65186)
About The Pull Request

Not even a louder sound got roboticists to pay attention to this machine, so I've done it.
This adds a a 'say()' to the ecto sniffer, along with a handful of silly (and spooky) phrases for it to say.
Why It's Good For The Game

Roboticists please just make cyborgs, I'm begging you. It's the whole point of your job. I don't want to make this even more absurd.
Changelog

cl
accessibility: Ectoscopic Sniffers now shout a handful of silly phrases to remind robotics to not ignore them, and to accommodate deaf players.
/cl
2022-04-01 09:41:24 +13:00
12a90800c5 Adds tooltips to /tg/c keywords. Adds support for chat embedded tgui components (#65383)
* Refactors tcg code a bit. Adds support for "keywords"

Idea is to allow card makers to embed tooltips in their card
descriptions.
These tooltips are defined in the keywords.json file
They can be referenced using {$keyword_name}

I've also done some refactoring to move more logic and state onto the
subsystem, and implemented a few keywords from the wiki

* New keywords, applies the old ones to the second card set

* Adds support for embedding react components in tgui chat

This is done by adding the data-component attribute to an html element
The value of that attibute is the component you want to use.
New components can be added by modifying the TGUI_CHAT_COMPONENTS list
in tgui-panel/chat/renderer.js.

Props can also be passed in in a limited capacity.
Any props you wish to pass must be added to
TGUI_CHAT_ATTRIBUTES_TO_PROPS.
This is due to a style restriction of html attributes, they cannot
contain an upper case char.
Use this list to convert between attibute compatible text and the prop's
name.

Props support 3 datatypes.
true and false can be passed by wrapping them in ""s. (Note to self add
a special char here to prevent colison with people just passing the
string true.
Numbers are supported in a limited capacity. Whitespace is not allowed,
but floats and ints are fair game.
And of course, strings are fully supported.

I've currently added support for Tooltip, since that's what I'm using
this for. Also added some tooltip html styles to the chat css.

* Implements the embedded component system to make tcg cards have nice pretty tooltips so people don't need to have the wiki open on one screen

* Adds documentation for embedding tgui components in chat, adds some protection against accidentially sending true as a bool

* Adds italitcs to the tooltips, moves the span stuff to a macro

* tGUI -> tgui, thank fikou

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* Style suggestions

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes unneeded key from the components list

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes needless span

* Actually adds the tooltip, oops

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-03-15 11:36:31 +02:00
MMMiraclesandGitHub bf4463dac0 Tramstation Dorm Rework (#65188) 2022-03-06 10:25:14 -07:00
Seth SchererandGitHub a4a27cdba3 Fixes a spelling mistake in thief_flavor.json (#65238)
I am AN organ market collector not AM organ market collector.
2022-03-02 20:34:19 -06:00
MrMelbertandGitHub dd747fcc5a BIDDLE HERETICS: Heretic revamp! (Shadow Realm, UI Overhaul, Refactoring, and Murderhoboing Tweaks) (#64658)
About The Pull Request

This PR seeks to revamp heretic in it's almost entirety.

Closes #58435
Closes #62114
Closes #63605

image
Gameplay changes:

    The heretic no longer starts with a Codex Cicatrix or a Living Heart.
        Heretics now draw transmutation runes by using any writing tool while having Mansus Grasp active.
            The Mansus Grasp can be used to remove heretic runes.
        Draining influences can be done with "right click".
            While draining, people who examine you may get a message hinting that you're interacting with an influence.
            Drained influences can also be dispersed with anomaly neutralizers!
        The Codex Cicatrix is now a researchable item that lets you gain additional knowledge from influences.
            The Codex can still draw and remove runes, and does it faster.
        The Living Heart is now the heretic's heart. Literally. It's the heart in their chest. Their heart takes on the appearance of a living heart, and they can pulse it on demand to track their targets. This makes an audible noise.
            If your heart is lost (you're disemboweled or whatever), you need to do a ritual to regain it!

    Casting any heretic spell (besides Grasp) requires a Focus.
        A Heretic Focus is a neck item they can transmute.
        Heretic robes also function as a focus when toggled up.
        Ascending also disables the need for a focus, because of course.

    Heretics now gain 1 knowledge point passively every 20 minutes.

    Sacrificing has been revamped entirely.
        A heretic now gains four sacrifice targets on spawn.
            One random crewmember
            One member of their department
            One member of security
            One member of command (a "high value" sacrifice)
        You can sacrifice people who are in in soft-crit, hard-crit, or dead.
        Sacrificing someone will cuff them (if they are not), HEAL them, revive them, and set them unconscious. After a short time. they will be sent to a shadow realm. This shadow realm is themed to your heretic type.
            The shadow realm is a 2 minute long survival challenge where the sacrificee is subject to a constant barrage of shadowy hands.
            If they survive, they are teleported back to a random turf with no memory of how they got there. They'll also slur a TON to get the point across.
            If they die, their corpse is teleported back to a random turf on the station.

    No more multi-hearting! Your targets are your own.
        BUT adds a knowledge that allows heretics to reroll their sacrifice targets with a ritual.

    Each path now has a "Rituals of Knowledge". These are randomly generated rituals that may be difficult to complete but awards knowledge points in return.

    Ascending now has some requirements.
        To learn the ascension ritual, you need to complete all of the objective you are assigned.
        The ascension ritual now each have a varied requirement, instead of "needing 3 bodies" only.

    Other minor gameplay changes:
        Lots of balance tweaking.
            Buffed some summons.
            Buffed the Lord of the Night very slightly.
            Nerfed the Madness Mask.
        Put a limit on the amount of blade transmutations possible at once. 3 for flesh, 2 for other paths.
        Logs of BUG fixing.
        Rust Grasp is now based on right click for surfaces instead of combat mode.
        General grammar and flavor tweaks a ll around.

Admin / code changes:

    Revamped the way heretics appear within the traitor panel.
        You can now easily see who they're targeting for sacrifice and what they have researched
        Also adds some helpful buttons to heretics, like giving them points!
    Refactored much, much of heretic code
        LIKE ALL OF HERETIC CODE WAS IN 4 FILES.
            Split up all the knowledge, spells, and items that belong to the heretic into their own files and folders.
        Not only that, but everything internally was still named "Eldritch Cultist" and similar.
            Almost every mention of "Eldritch Cultist" has been properly replaced by "Heretic".
    Much better reference handling all around.
    General code improvements over heretic stuff.
    Unit tests, because of course.

Todo

Sprites for the focus

    Look at adding 1-2 other objectives prior to ascension. Theft? Special rituals? ("Rust [x] tiles to be able to ascend")

Why It's Good For The Game
Okay but why?

Heretics are not in a good place at the moment, this much is clear. They've been completely disabled on MRP for this reason.

The reasoning is simple: A lot of murder.
There's nothing inherently wrong with an antagonist heavy with murder, but the Heretic really missed the mark.
Gib, gib, gib, then ascend so you can keep killing.

In the background, the Heretic was FULL of flavorful spells, rituals, and "lore" stolen from Cultist Simulator that was unfortunate enough to be shackled to the heretic's gameplay loop.

So, this revamp aims to amend that:

Dial back the heretic's focus on mass murder and put more focus on the heretic's interesting flavor.
Spooky maintenance rituals, knowledge seeking maniac.

    Sacrifice no longer outright kills / requires murder, meaning a heretic can progress without racking up a bodycount.
    Influence is gained passively over time, so they can spend influence on more interesting side paths.
    Side paths are required to progress to ascension, so they're encouraged to explore new things.

Ultimately, while there still may be a little way to go, this PR seeks to take a good leap in starting it.
Changelog

cl Melbert
add: Large scale heretic revamp!
expansion: The Codex Cicatrix is no longer a roundstart heretic item. Research is handled through their antag info UI. Rune drawing is done by using a writing tool with Mansus Grasp active in your offhand. The actual Codex is an unlockable ritual item now.
expansion: The Living Heart is no longer a roundstart heretic item - their actual heart now becomes their Living Heart, and it makes a sound when triggered. Losing your heart (being disemboweled) will require you to do a ritual to regain it.
expansion: The Hereic Antag UI has been overhauled, and now hosts much of their mechanics as well as providing some helpful tips for newer players.
expansion: Most heretic spells now require a focus to cast. All heretics can make a basic focus necklace, and some heretic equipment also functions as a focus. (Credit to Imaginos for the focus sprite!)
expansion: Heretics now passively gain +1 influence every 20 minutes.
expansion: Heretic sacrificing has been reworked. You can now sacrifice people who are in soft crit or weaker. Sacrificing someone heals them, cuffs them, and teleports them to the SHADOW REALM, where they must dodge a barrage of hands to survive. Survive long enough and you return without memory - die, and your body will be thrown back.
expansion: Heretics now have a few new rituals, including the Ritual of Knowledge, a randomly generated ritual that awards knowledge points.
expansion: Heretic ascension now has a few requirements - you must complete your objectives assigned to you prior to learning the final ritual, and all the final rituals have been changed a bit!
qol: Using the Heretic's Mansus Grasp on surfaces (EX: Rust Grasp) now works on right-click, instead of combat mode.
qol: Used heretic influences can now be removed with a Anomaly Neutralizers.
balance: Some heretic rituals are now limited in the amount they can make. You can only have up to 2 heretic blades crafted at once (3 if you are Path of Flesh).
balance: The Lord of the Night has been buffed to be a little scarier. Did you know the Lord of the Night can eat arms to regain body parts and heal?
balance: Buffed some heretic summons - mostly their health pools.
balance: Nerfed the heretic's Mask of Madness. It can no longer infinite stam-crit you.
balance: Nerfed the heretic's ash mark.
balance: Nerfed a bunch of on-hit-heretic-blade effects. Many effects only apply on mark detonation now: Void blade silence, flesh blade wounds, ash blade gasp cooldown refund.
fix: Fixed quite a few bugs and unintended behaviors with heretic code.
refactor: Refactored and improved much of Heretic code. Improved the file structure dramatically.
admin: The heretic's traitor panel has been beefed up a bit.
/cl
2022-02-10 18:26:03 +13:00
tralezabandGitHub cde0f729da Adds "Ethical Principles" to the pirate ship naming pool for rogues (#64733) 2022-02-09 01:43:23 -06:00
PepsilawnandGitHub 30822a73dc fixes two toxins mentions (#64745) 2022-02-08 15:06:37 -08:00
itseasytoseeandGitHub 2468d5145e Skateboard content expansion pack (#64269)
Lowers stamina cost for ollieing and grinding.
Makes collisions with other carbons always result in a wipeout no matter your stamina damage, colliding with a carbon will stun and knock them down for a short time (Stunned for the quarter of the length the skater is, and knockdown for have the length) The time is doubled if you collide with them while they are performing a sick grind.

Additionally grinding on top of stuff now has more functionality.
Grinding over a person that is laying down will deal significant damage with a high chance to wound at the cost of the skaters' stamina. For this to happen the person has to be laying down on the table, if they are standing they will simply collide as normal.
You can grind into a disposals bin.
Fixed action buttons always being red
fixed being able to ollie while unconscious/dead
2022-02-08 13:06:19 -03:00
AVeryPainedRaspcallionandGitHub 907ab0920b Replace title1.ogg with original module version (higher quality) (#64491)
About The Pull Request

Replaces title1.ogg with the original module source file (way higher quality + less size, around 100kb less).
Why It's Good For The Game

The original title1.ogg is way too low quality and sounds terrible and compressed, and the module version is way lower size while being way higher quality. Since BYOND supports playing back module tracker music, it's way better to just use the original version as it sounds way better.
Changelog

sounddel: title1.ogg
soundadd: title1.mod
2022-02-06 11:50:52 +13:00
MrMelbertandGitHub e9aa36000a Removes a clock cult changelog (#64637) 2022-02-04 09:23:44 +13:00
MMMiraclesandGitHub 682730c02f Tramstation Modular Maintenance Pass 1 (#64296) 2022-01-31 18:35:55 -07:00
the-orange-cowandGitHub 42db767404 Updates botany tips (#64342) 2022-01-24 01:15:51 -06:00
TimandGitHub 14deaa41ed Remove code/__DEFINES/misc.dm (#63879)
This removes code/__DEFINES/misc.dm and moves all the defines to either:

another existing define file
new define file
local .dm file if the define was only used in one file
I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm

Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now.
2022-01-23 14:30:27 -08:00
BluBerry016andGitHub 6d5569770d Syndie Lavaland Base - Modular Room Expansion (#64182) 2022-01-23 13:11:39 -07:00
0674d03b6c Adds Thieves, a very low level antagonist. (#64144)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-01-19 15:02:36 -08:00
Thunder12345andGitHub 9dc96a68f5 Adds Modular Ruins (#64077)
Adds a new system to allow mappers to randomly load modular map segments.

For implementation details and a tutorial check the included README.md.
2022-01-16 15:50:40 -08:00
JeremiahandGitHub a2fa7799f3 Removes swarmers from the game (#63989)
What the title says. But why?
I generally have a rule when making a contribution, that is "don't make the game less fun"
I'm not salting, I didn't die to a swarmer.
... Yet that's the problem. Swarmers are the griefiest antag in the game, but when you complain that they're annoying or unfun, you're doomed to hear "lol they can't even hurt you though."

WELL THAT ACTUALLY MAKES THEM WORSE. I would rather die to a hundred xenos and space dragons than be forced to untie myself in maintenance for 45 seconds while the shuttle leaves.
Why It's Good For The Game

Unfun game modes should be removed from the game.

    Being griefed by swarmers is annoying
    Playing as a swarmer is not very exciting either. Click on iron.

lastly, because oranges authorized it
Changelog

cl
del: Removes swarmers! The griefiest, lowest fun value antagonist is removed from the game.
/cl
2022-01-13 13:10:18 +13:00
TimandGitHub 059bd599eb Phobia DLC - Blood and Claustrophobia (#63741)
* Add Phobia of Blood Trauma

* Add Claustrophia quirk
2022-01-07 00:12:36 -06:00
FikouandGitHub 7b38dd4ff7 MODsuits (#59109) 2021-12-24 12:00:24 -08:00
tralezabandGitHub 4d04b44dd0 Antagonist Flavor 2: Malfunction Comes in Many Flavors! (#62774)
Malfunctioning Ais now get their own special antagonist panel, and roll for backstories much like traitors! As before, these are simply suggestions to encourage roleplay while you server wipe as the funny box.
2021-11-28 08:32:48 +00:00
tralezabandGitHub 623290915c Replaces Batform with Vampire houses (#62516)
Permissions for species change

image
About The Pull Request

Goodbye batform

Hello, new preference called vampire status. Outcast vampires act just like normal, Inoculated vampires join their department under a unified "vampire house name" everyone shares.

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Why It's Good For The Game

I've heard people complain about batform for years now, if vampires aren't gone by next halloween we can at least enjoy making them far less griefy (ruining a lot of the fun of halloween as just a dumb grief holiday) and more roleplay oriented. I don't even know why vampires got a griefy spell when they already have their main mechanic encourage randomly attacking people and stealing their blood to stay alive
Changelog

cl
del: Batform is gone!
add: ...Replaced by vampire houses as a preference. Join your department as a vampire ménage!
/cl
2021-11-23 16:29:23 +13:00
tralezabandGitHub d909f33bc9 Traitor Flavor is now displayed on roundend (#62740) 2021-11-14 02:23:16 -08:00
tralezabandGitHub fbd2aeb4ec Champions of Evil + (Plus sorts the traitor flavor json and global lists) (#62429)
Adds a traitor flavor with a new faction, the Champions of Evil. They're hell bent on 1. Evil and 2. Recruiting evildoers. They, uh, kind of larp a lot. No judgements, ok?

Requested and almost got into flavor traitors 1.0, but I dunno what happened but they never made it in. They're suggesting a total classic gimmick: Buy a syndicate headset, meet up with other evildoers, and get shot by them and looted! Which I've been doing and loving since 2015.
2021-11-02 17:41:36 -03:00