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## About The Pull Request
The code for the 'Fey Forest' event.
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## Why It's Good For The Game
Just some code and a map for the upcoming event
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## Changelog
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🆑
/🆑
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---------
Co-authored-by: GySgtMurphy <tmiliusis1@gmail.com>
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## A Whole New Gaia
The presence of the Gaia worlds bugged me from a world-building
perspective. It made earthlike resort planets seem common. This PR
remedies that by transforming Gaia World into Gaia Station! That is not
the only thing it changes. It also divides Gaia into multiple biomes
with added desert and snow biomes: After All paradise for a Teshari is
not a tropical jungle! Additional changes and attractions have been
added to the planet. The Landing pads have also been expanded now able
to land up to five ships. In addition (legally) accessing Gaia now
requires you buy a pass (you didn't think this was free now did you?).
The prices may be steep but the resort is now even more worth it!
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## Changelog
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🆑
add: Three IDs to represent Gaia station passes and a vendor to dispense
them.
add: additional wildlife for all three Gaia biomes
add: a lot of lotion, you can still get burnt even if the sun is fake
tweak: countless Gaia map tweaks including: Race Track Edits, separate
biomes
qol: Gaia gambling area now has the nerd dice bag (so it can be used for
dare dice and other games)
/🆑
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## About The Pull Request
1. make the garden stairs safer
2. makes xenobotany much smaller
3. makes hydroponics slightly smaller
4. makes the Medical treatment center a bit smaller
5. changes the surface airlocks to use proper machines instead of magic
energy creators and gas destroyers
- Total cycle time (out and back in) is about 2 minutes
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## Why It's Good For The Game
We want tether
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## Changelog
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🆑
tweak: tweaked tether map
/🆑
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## About The Pull Request
Adds the 'OM Planet - NSB Croatoan (New Z)' To map template spawning
options, including its areas, power-networks, structures, etc.
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## Why It's Good For The Game
Entirely new z-level to explore, meant for the second event in the
'Carpenter Incident Event Chain.'
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## Changelog
N/A
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🆑
add: Added the OM Planet - NSB Croatoan (New Z) to map template spawning
options.
/🆑
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---------
Co-authored-by: CharlesWedge <52897649+CharlesWedge@users.noreply.github.com>
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## About The Pull Request
title
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## Why It's Good For The Game
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑
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## Does what it says on the tin.
8 New POIs for Miaphus'irra, in addition, the transition between the
beach and the desert zones is nicer and better signposted. The new POIs
provide more variety for explo and potential events. Included are two
oil-related POIs, and a new pirate hideout POI which the pirate skiff
should be able to land at allowing the pirate to have a secret base on
Miaphus'irra.
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## Changelog
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🆑
add: 8 Miaphus'irra POIs
tweak: Miaphus'irra map has better transitions
balance: larger Miaphus POIs no longer make dupes
/🆑
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## Oh No More Robots
There is actually less paths for the hivebots. They are actually some of
the most primitive mobs on the codebase. So it was high time they were
given a facelift. As I said with my previous mob update robots are a
good alternative as mobs compared to humanoids, and with the hivebots we
can present a threat of hostile machine intelligence to round out the
existing threats of pirates, mercs, aliens beasts and the supernatural.
Once more these robots are also far mroe generalist then the existing
robot varieties and as most types of them are not very dangerous they
can be released on civilian crew without fear of them causing extreme
damage,
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## Changelog
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🆑
add: A couple new varieties of both melee and ranged hivebots
removed: redundant hivebot varieties
tweak: siegebots now have sniper range fitting their name, their attack
has been nerfed (holy fuck the one shoot explode on contact grenades
with a base attack of 10... that's 1 frag grenade a second!!!)
fix: hivebots now use their various cataloguer entiries
sprites: hivebot types are now more visually distinct
/🆑
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- repaths things to /entity and /tiled
- basic ticked physics movement system
- basic cross/uncross/etc system for tiled
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
_Following an uptick in malicious activity around Lythios 43b,
NanoTrasen has approved the dispensation of one Hammerhead Patrol Barge
to the NSB Atlas facility. A common NanoTrasen patrol craft, the
Hammerhead is bulky and broad. Its prow is designed for ramming -
generally to dislodge embedded shuttlecraft from the exterior of captive
vessels. Featuring two fighter bays and a fore-positioned ready area,
the Hammerhead affords its contingent of armed Security guards multiple
vectors through which they may deploy and aggressively suppress hostile
actions._
1. **Adds the Hammerhead Patrol Barge.**
## Why It's Good For The Game
1. _With the uptick in events - especially overmap specific events -
there's been a lot of complaining about Exploration being used to do
Security's job. Now Security themselves can get involved, thanks to the
Hammerhead! Featuring a secure bridge, a secure Brig, a Security staging
area at the fore, two fighters bays, and a "EVA Breach" counter-boarding
port, the Hammerhead was designed to patrol sectors and repel hostile
boarding actions!_
## Changelog
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🆑
add: Adds Hammerhead Patrol Barge.
/🆑
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## About The Pull Request
1. **Fixes Fore Dir of Pirate Skiff.**
2. **Begins overhauling Vox Pirate Base Map.**
## Why It's Good For The Game
1. _The Pirate Skiff cannot be flown currently due to errors in its
code. This corrects that breakage._
2. _This Z-Level will be repurposed into the ghostrole base. I may
eventually delete this Z-level entirely and move the pirate base to
another Z-level to try and save on space, though that currently doesn't
make any sense. For now it's gonna stay as-is. At the time of writing,
it's been gutted of mobs and I'm just staging the redraw._
## Changelog
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🆑
fix: Fixes Pirate Skiff fore dir.
tweak: Begins redraw of Vox Pirate Base into Pirate Base.
/🆑
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