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## About The Pull Request Revamps Echolocation effect - Echolocation no longer pulses, at least, not as noticeably. The world around you is consistently black and white, and objects will fade into view as you approach or fade out of view as you move away. - Echolocaters are now really blind. But you can still "see", so long as you're not also deaf. - Echolocaters can now "hear" mobs through walls, ie, see mobs through walls like thermal vision. - While echolocating you have the option of selectively ignoring things which would make the screen busier - currently, blood, items, and floor objects like vents or holopads. https://github.com/user-attachments/assets/d559482c-e6e2-4b97-8387-54bca4074db0 https://github.com/user-attachments/assets/aeddd805-230c-4e82-b93f-1e537f4186eb ## Why It's Good For The Game Echolocation is such a cool effect but it currently is basically unplayable This revamp aims to make it more playable, particularly by making it update constantly so you can react easier. ## Changelog 🆑 Melbert balance: Revamped echolocation effect entirely. Now updates constantly, rather than on a cooldown. balance: Echolocaters can filter out certain objects that they would really prefer not to see at the moment. balance: Echolocaters are mechanically (but not visually) blind, which means they have flash immunity and whatnot. Because of course they are. balance: Echolocater lose their ability to echolocate if they've gone deaf. Then you're truly fully blind. balance: Echolocaters can see (or rather, hear) mobs through walls. refactor: Refactored Prosopagnosia to make the effect a bit more generic. /🆑 --------- Co-authored-by: Jordan Dominion <dominion@tgstation13.org>