Files
Bubberstation/code/modules/bitrunning
MrMelbert 5243b00d6b Echolocation effect revamp (#95016)
## 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>
2026-02-22 19:13:37 +00:00
..
2026-02-03 22:23:09 -05:00
2026-02-22 19:13:37 +00:00