* Lowers the in-repo threat cost of heretics + also their requirements (#69216)
* lowers the threat cost / pop of heretics
* Adjusts heretic smuggler too
* Lowers the in-repo threat cost of heretics + also their requirements
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Spinward Threat Advisory: Making Dynamic Threat Announcements Make More Sense (#68754)
* Spinward Threat Advisory: Making Dynamic Threat Announcements Make More Sense
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* fixes nuke ops leaders not spawning (#68855)
this code was untestable because
it required a config flag to be set on, this flag is false by default on local
it requires multiple people on the server
so it turned out that leader spawning is broken. this should fix it
* fixes nuke ops leaders not spawning
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Nuke Ops Leader update (#68830)
makes the nuke op player with the most nuke ops playtime the leader
makes the leader start with loud mode on on their radio
idea for that second one from BeeStation/BeeStation-Hornet#6631
making the most playtime nuke op the leader prevents 1st time players from rolling it, they will generally be more competent, and able to be entrusted, just like you can trust a head of staff more. a player with more competency will also probably be better at actually leading and not just clicking a button to open the ship, if they try.
the radio is a tiny change to make the leader matter more, and able to give better leadership, because im pretty sure most people dont even realize the leader has access to loud mode
* Nuke Ops Leader update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Removes requirements from most midround rulesets, and lowers their minimum population to run (#68571)
* Removes requirements from most midround rulesets, and lowers their minimum population to run, because nobody knows what it means
* Remove duplicate minimum_players
* Removes requirements from most midround rulesets, and lowers their minimum population to run, because nobody knows what it means
* oorah
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Sets minimum player count for sentient disease (#68213)
* Sets minimum player count for sentient disease
Co-authored-by: Profakos <profakos@gmail.com>
* Dynamic 2022 part 1 tweaks (#67823)
Renames low_pop_minimum_threat to low_pop_maximum_threat. Untested but it'll fail CI if it doesn't work
Increases threat_per_midround_roll from 6.5 to 7, to slightly shift number of midrounds.
Lowered the number of roundstart traitors. I intend to do more in the larger part 2 PR, but the crux of it is that Dynamic 2022 part 1 creates a lot of midround traitors, which is great, but now that means we can lower the amount of total roundstart traitors. This changes it from 1 traitor every 24 people to 38. Eventually I want to make traitor not scale so hard, but it'll be tough to do that and make sure it doesn't just roll extremely chaotic rulesets in its place.
* Dynamic 2022 part 1 tweaks
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fix unfavorable situations yielding, causing revs to fire them every process (#67882)
Fixes#67879.
Not tested but there are no runtimes so I don't know what else this can be, so I'm gonna fling this off to some server and see what happens
Changelog
cl
fix: Fixed revolutions blaring alerts for a few seconds after winning.
/cl
* Fix unfavorable situations yielding, causing revs to fire them every process
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Replace adding threat (the traitor objective, post-revs victory) with unfavorable situations (#67538)
Hacking the command console and winning revs no longer adds midround threat. Instead, it'll force a heavy ruleset to spawn, and barring that, will spawn a dangerous random event.
Not really tested, you know how it is with stuff like this.
This change will slightly decrease the total number of midrounds in the round.
Why It's Good For The Game
Before D2022P1, midround threat effectively did not work. Adding midround threat did not guarantee anything would actually happen, whether that be the "obsessed spawn and doesn't do anything" kind of nothing happens, or the "absolutely no ruleset spawns" literally kind of nothing happens.
Sometimes, though, it might have! This PR makes that a guarantee.
After D2022P1, midround threat works and is also extremely dangerous in the quantities that are being added. 15 threat means 2-3 extra midround antagonists are spawned, and this late into the round are often going to force heavy rulesets anyway, but at a disproportionate cost.
Furthermore, adding midround threat decreases the time it takes for the next midround, as midround rolls are rolled equidistantly from one another. It is possible, for instance, for a midround ruleset to run, and then another to run seconds later as the distance changes.
This keeps things direct--the crew gets a disadvantage, but is not completely overwhelmed by several antagonists disproportionately.
* Replace adding threat (the traitor objective, post-revs victory) with unfavorable situations
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* 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.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Ghosts see who rolls a midround antag (#67295)
* Changes the alert ghosts get when a dynamic midround ruleset is selected to say the ghost's old name rather than their new one.
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* ghosts see who gets antag
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Thieves can no longer scale and take more than 6 threat, increases number of thieves ran by 2 (#65107)
Thieves can no longer scale, and can only run once.
Number of thieves increased by 2, such that:
<24 pop: 3 thieves (previously 1)
25-48 pop: 4 thieves (previously 2)
...etc...
* Thieves can no longer scale and take more than 6 threat, increases number of thieves ran by 2
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes midround antagonists not spawn if the shuttle is past the point of no return (#64797)
* Makes midround antagonists not spawn if the shuttle is past the point of no return
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Peaceful Waypoint/Core Territory are now not completely reliable indicators of antag status (#64636)
* Peaceful Waypoint/Core Territory are now not completely reliable indicators of antag status
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Cleans up thief midround ruleset, adds a few more conditions (#64336)
* Cleans up thief midround ruleset, adds a few more conditions
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fixes HoP being unable to be midround thief (#64399)
HoP could be a roundstart but not midround thief, confirmed to be an oversight
* Fixes HoP being unable to be midround thief
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Change the old method to DisplayTimeText (#64374)
It can't bother me anymore
* Update the gamemode panel so it correctly displays time
Co-authored-by: Riggle <27156122+RigglePrime@users.noreply.github.com>
* Fixing malf AI: episode 3
Malf ai is the only antag who uses exclusive roles at roundstart. It means that when someone used a function that sounded just right, but assumed it returns 1 when true, the entire roundstart ruleset couldn't ever find candidates.
About The Pull Request
Literally checks if the value returned means that player is eligible for the job.
Why It's Good For The Game
Makes antag happen again
Changelog
🆑
fix: Malfunction in malfunctioning ai protocols should be fixed, AIs should break regularly again.
/🆑
* Fixing malf AI: episode 3
Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
* OPFOR PART ONE
* 0
* E
* E
* 0
* E
* e
* Update opposing_force_datum.dm
* E
* E
* Admin stuffs
* Admin control GUI
* E
* Chat
* 0
* Update opposing_force_datum.dm
* System messages, better admin chat procs, UI fixes.
* Update _basemap.dm
* who thought holding a ref to the client was a good fucking idea?
* 0
* Update opposing_force_datum.dm
* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm
* Equipment tab
* equipment part 2
* Tidy up, finishing up equipments panel, some font fixes
* clarity and continuity
* Update opposing_force_datum.dm
* more logic fixes
* Update opposing_force_datum.dm
* weeee
* Update opposing_force_datum.dm
* chat commands
* 0
* ee
* Update opposing_force_datum.dm
* Itemspawning
* Assassinate objectives only need one kill
* new commands
* Update opposing_force_datum.dm
* f
* weee roundend report
* E
* ew
* E
* E
* more fixes
* E
* E
* Update opposing_force_datum.dm
* Update opposing_force_datum.dm
* Fixes
* request opfor
* Update admin_procs.dm
* Update adminhelp.dm
* Update opposing_force_datum.dm
* fex
* admin info panel, approve checks, queue position checks
* panel improvements, better logging format
* Barboza equipment list Vol 1 (#10386)
* Update opposing_force_equipment.dm
* silly little changes to the silly little code
i doubt this will be seen by anyone teehee
* OpFor Prep Balance
Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be
* OpFor Prep Balance
Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be. 23-37 keeps its beanbag load while M2 comes with slugs as a proper combat shotgun
* Gear Pass 1
* Mag Variety for SAS14
Since its gonna be an opfor exclusive why not add some choices. Refilling its ammo is nigh impossible so here comes new mags!
* Gear Pass 2
yes I 'code' in github web
* Gear Pass 3
just martial arts and some stuff for today, tomorrow i add the discord suggestions
* opfor equipment up the ass
woo spider
* descs for everyone
* g357
* altyn
* Gear Pass 4
syndicakes and nri
* Item Variety Document for Opfor
* gunman loadout
* gunman update
* Gear Pass 5
gear harder
* Update opposing_force_equipment.dm
* big typo fuckup fix
* lcoat desc fix
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* DocNameChange
also no more shamwow
* Update opposing_force_equipment.dm
* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Update items.dm
* Update opposing_force_equipment.dm
* Update modular_skyrat/modules/opposing_force/code/items.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* More Categories and Expanded Title
Adds loadouts and explosives tab, increases title limit to 40 instead of 20 for objectives
* Apply suggestions from code review
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Automatic changelog generation for PR #10386 [ci skip]
* E
* Update opposing_force_equipment.dm
* E
* Update items.dm
* Vol2Remastered (#10413)
* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Bye bye high-frequency sword
* Fixed the space cash too
* Review comments
* Update counter.dm
* general antagonist ban
* opfor ban
* Update opposing_force_subsystem.dm
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes the mess between ROLE_REV and ROLE_REV_HEAD (#64068)
* Fixes the mess between ROLE_REV and ROLE_REV_HEAD
* Update code/modules/client/preferences/migrations/tgui_prefs_migration.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Update revolution.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes the mess between ROLE_REV and ROLE_REV_HEAD
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Removes monkey mode, neuters Jungle Fever into Jungle Flu
* Fixing the conflict
* There you go one-click antag
* Whoops forgot one
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Tweak malf AI dynamic stats (#63810)
Lowers midround malf AI cost from 35 to 22, slightly higher than wizard but with 3x the weight.
Changes both midround and roundstart malfunctioning AI requirements to match those of blood cultists, which will make them more frequent at high pop, while still being rare at low pop.
* Tweak Malfunctioning AI dynamic stats
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Separatist code refactors, Readds(?) admin gamemode turned ruleset for nations, documentation, and all that good stuff (#63440)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Separatist code refactors, Readds(?) admin gamemode turned ruleset for nations, documentation, and all that good stuff
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>