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## About The Pull Request
So I decided to tweak xenohybrids some more
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## Why It's Good For The Game
We love features
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## Changelog
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🆑
add: Added a bunch of COMSIGnals to make the later work.
add: Added new stealth ability for xenomorph hybrids
/🆑
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## Gunmen of a Different Caliber (And Species)
Exploration and the station in general have been stuck shooting at
human, totally not syndicate, mercenaries, it is time we begin shooting
at other species and ones that are more politically relevant then the
not-syndicate people. Introducing Tajara guerillas which come in three
varieties representing the Tajara nations they come from. New Kingdom
Bandits, Democratic Republic Guerillas, and People's Republic
Insurgents. In addition, I have added 3 Tajara assault rifles (one from
each nation) and a laser pistol.
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## Why It's Good For The Game
Though we in general want to get away from humanoid enemies, the primary
issue with them is that currently selection of humanoids are faceless
mercs that have no real reason to be there beyond gameplay. The Tajara
factions have far more flavor and more easily readable motivations than
the regular mercenaries and will be essential to events in and around
the Atlas map. POIs involving the new mercs will be added at a later
date likely replacing the remaining merc presence on Miaphus.
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## Changelog
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🆑
add: 3 Tajara humanoid factions with a total of 11 mobs.
add: 3 Tajara assault rifles and a laser pistol.
/🆑
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---------
Co-authored-by: Blubelle <57083662+BlueWildrose@users.noreply.github.com>
modifies the hollow metrics API; that'll probably be implemented soon
adds init stages
changes SSatoms to not abuse its `initialized` variable
closes#6858
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## About The Pull Request
adjusts the repo to work with opendream
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## Why It's Good For The Game
a more modern, and hopefully more reliable engine!!!
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## Changelog
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🆑
code: changed the code to work with Opendream
/🆑
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No gameplay changes except for EMP rebalancing.
Emps are now deterministic
Ion rifles now always hit for strength 2 instead of a probability tree
of strengths
EMP damage slightly lessened as this makes a lot of things guaranteed to
hit with strength 2 instead of 3
## About The Pull Request
A (almost) complete rehaul of Xenomorph Code, modifying their combat
statistics including health, armor, speed, abilities and AI. It also
modifies their sprite to use the much more modern CM-SS13 versions,
along with adding a few entirely new xenomorphs, the Line Breaker,
Burrower and Marksman with more to come!

## Why It's Good For The Game
Xenomorph code was in a desperate need of a rehaul. I intend to make
Xenomorphs an *actual* threat, rather than something that's laughably
easy to kill or handle. This MIGHT be over-tuned for its first few
iterations, so plenty of chances will be made to the xenomorph
statistics.
## Changelog
SIDE NOTE: RESIN SPRITES CURRENTLY DO NOT CONNECT TO EACHOTHER, ZANDARIO
WILL HOPEFULLY HELP BUG FIX SOMETIME. I'LL FIX THIS AS SOON AS POSSIBLE.
🆑
add: 'Charge' ability recycled from Thrumbo/Horing code for Line Breaker
and Monarch.
add: Multiple new Xenomorph castes. The 'Line Breaker' a boss mob with
heavy armor and a special charge attack that's meant to break enemy
defenses. The burrower, a spider-like xenomorph that burrows underground
to stun targets, and the Marksman, a acid sniper that works best at long
ranges.
del: Basically all the old xenomorph code, including axing empress/queen
mother. Also modifies spawning no boss mobs can't spawn randomly in
PoI's.
qol: Makes xenomorph code actually comprehensible instead of relying on
ancient vore code (why would anyone ever do this.)
balance: re balances Xenomorph code as a whole. Xenomorph castes now are
a lot more effective with eachother when aiding in combat, enforcing
hive/teamwork mentality.
soundadd: Ports CM-PVE/TGMC audio for ALL xenomorph mobs.
imageadd: Ported PvE sprites for all current xenomorphs.
imagedel: deleted old xenomorph sprites.
/🆑
adds variable timing schedulers
adds core AI holder abstraction and services
kicks current AI to /polaris and shims everything; reconcilation will
come later.