162 Commits
Author SHA1 Message Date
27553ac31b repaths spiderlings/vines to structures instead of effects (#7530)
- spider webs / vines should never have been effects in the first place
- spiderlings should probably just be mobs at some point lol

---------

Co-authored-by: Zandario <zandarioh@gmail.com>
2026-02-18 12:40:19 +00:00
siliconsandGitHub 6144b87b9a [IDB IGNORE] [MDB IGNORE] orbital support update 1 / 3 (#7361) 2026-01-20 14:46:22 +01:00
e5deee43d4 Terrors In The Void (#7441)
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2026-01-01 20:03:37 +01:00
b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.

---------

Co-authored-by: silicons <silicons@silicons.dev>
2025-12-24 12:15:01 +01:00
siliconsandGitHub cd446c0bb5 removes extraneous damage mult from shotguns (#7433) 2025-12-15 09:14:18 +01:00
Athena148andGitHub e0b453db86 The Life Weavers (#7419)
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## About The Pull Request

Adds expanded content for The Weaver precursors.
Lot more to come.

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## Why It's Good For The Game

You'll see :)

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## Changelog

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🆑
add: Added new mechanics or gameplay changes
/🆑

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2025-12-13 15:29:35 -05:00
5f06fa4583 The Eclipse (#7348)
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## About The Pull Request
Event code for 
'Unto The Eclipse'
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## Why It's Good For The Game
Halloween event!
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## Changelog

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🆑
add: Event code and maps
/🆑

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---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-11-01 20:35:47 -04:00
77969e8214 Big Mech Time/Quasimodo Addition (WIP) (#7334)
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## About The Pull Request
This prepares the grounds for 3x3 mechs to be added into the game,
starting off with the first trial of the Quasimodo. The Quasimodo is
designed to carry a single large, anti tank weapon, with minimal room
for other equipment or weapons. The idea is to make it large and tanky,
but at the cost of it not being able to be repaired unless attached to a
mech platform to hold it(To be Added). The weapons planned to be
attached to it is an explosive, Anti Tank/Anti Building Cannon, with
more like it along the way.
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## Why It's Good For The Game
I'll be honest, this was mainly for fun. I remember that people have
been wanting larger mechs for a while, so I wanted to try my hand at it.
At the very least, if my mech doesn't get approved for crew creation,
it'll still lay the grounds for other coders to create larger mechs for
events/crew usage.
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## Changelog

- ✓ Adds the Quasimodo!

- ✓ Adds the HAG-30(AC-20) 

- ✓ Adds a new mech weapon class! (Heavy Arms)

- (WIP) Adds the mech platform to create and repair the new 3x3 mechs
with!

- ? Doesn't send the server into hell over the balance of 3x3 mechs!
(Optional)



https://github.com/user-attachments/assets/2a811bc3-0076-4561-ab22-1049bff95d61



https://github.com/user-attachments/assets/8872563e-6ed3-43e7-924f-e6b902556171



https://github.com/user-attachments/assets/9f6513c5-cc56-4249-8a16-284fbf2442c7


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🆑 Kade
add: Adds the new 3x3 mech class and the Quasimodo to go along with it.
Also includes a weapon class (Heavy) to be used along side the 3x3
mechs.
/🆑

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---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-10-16 13:56:45 -07:00
siliconsandGitHub 0642cbf2a4 fixes arc projectiles and some other oversights (#7343) 2025-10-14 19:19:44 +02:00
CharlesWedgeandGitHub 33644e566d Three Freaks and Fixes (#7313)
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## Stuff for Halloween This Year
For Halloween this year, I have three new mobs here to provide
additional challenges to the crew.

First up the Cyclops: The Blood Cult's very own mech equivalent,
equipped with deadly penetrating eye beams. It can launch a telegraphed
death laser to destroy cover and melt its enemies in seconds. Designed
to actually be a threat to people with ranged weapons, it will hopefully
not disappoint.

Secondly the Alphawraith: Similar to the Gammawraith, this 'living'
paracasual representation of an alpha particle delivers power beam
attacks with low AP in contrast to the Gammawraith's weak attacks with
high AP.

Finally, the Wendigo: A fast, melee death blender that has a leaping and
cloaking variant. It is highly resistant to brute damage, so use beams
to melt through its health.

All of these are still being balanced so some of their abilities and
strengths may change depending on feedback and their in-game
performance.

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## Other Miscellaneous
The Airlock Mimic's sprite now resembles the new airlock art style. The
Gammawraith has a new 4 direction sprite and a buffed firerate. A
Lythios POI meant for caves is now indoors, and Lythios cave POI budget
has also been increased.

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## Changelog

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🆑
add: 3 New Paracasual mobs
tweak: Sprites for Gammawraith and Door Mimic, Lythios POI spawn budget.
/🆑

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2025-10-04 13:54:19 -04:00
a18001157c Echoes of Madness (#7162)
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## About The Pull Request

Adds heretic themed objects, structures, mobs and more from TG/other
servers heretic code.
Most of the items will probably remain mechanically featureless. Unless
someone's insane enough to port full heretic functionality.

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## Why It's Good For The Game

MORE madness? MORE magic shit? MORE chaos? What's not to love?!

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## Changelog

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🆑
add: Heretical stuff. More to come.
/🆑

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---------

Co-authored-by: Sorrowfulwinds <rockboy3970@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: silicons-bot <121360372+silicons-bot@users.noreply.github.com>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2025-09-24 22:16:57 -04:00
siliconsandGitHub 20b97f52c7 fixes syringe guns, stripper guns, size guns (#7235) 2025-07-07 18:45:44 +02:00
a11e86717d inflict agony actually inflicts agony/hallos (#7225)
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## About The Pull Request

Just a single line change to make inflict_agony actually do it

## Why It's Good For The Game

Less or non-lethal projectiles that use that var should actually be less
lethal, instead of applying the damage with the type of the base
projectile (i.E. 80 brute beanbags)

## Changelog

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🆑
fix: certain type of less-lethal projectiles now are less-lethal again
/🆑

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Co-authored-by: MarsMond <no@email>
2025-06-19 17:17:11 -09:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
lolman360andGitHub 770c306580 gives protean blobs unlimited power (1 singular hand slot) (#7159)
gives protean blobs hand

they can't shoot guns
2025-05-20 01:05:02 -09:00
siliconsandGitHub 95de4c698a refactors grenades (#7138) 2025-05-15 20:10:16 +02:00
siliconsandGitHub 1fb3828254 ballistic refactor (#7019)
yeah turns out gun refactor wasn't done

- adds proper chamber handling
- fixes a lot of ballistic guns
- temporarily disables a lot of bolt handling
- refactors microbatteries
- fixes shotguns
2025-03-11 21:40:32 +01:00
siliconsandGitHub 4137b01947 guncode update (and misc refactors) (#6740) 2025-02-22 16:31:23 +01:00
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
8fc59d19ec Silver Ammunition & Related Resprites (#6781)
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## About The Pull Request
You'd think from the title that this is a 2-line PR, but I've actually
coded + sprited silver versions of a few common magazines that used not
to have them, added some new shotgun shells, redid material costs and
damage numbers, fixed a bunch of bugs and inconsistencies, re-sprited
large bullets and speedloaders, and so on.
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## Why It's Good For The Game
Silver bullets have historically been an unbalanced adminspawn thing
that's never used. Considering lore has been moving in the direction of
plain silver not being the end-all-be-all against the supernatural, it
might be nice to give players the option to actually use specialized
(sidegrade) ammo, after all, printing a bullet out of X or Y metal isn't
exactly difficult.
To reflect this, the description HAS been changed to no longer say these
are blessed or anything of the sort. The door remains open for
specialized non-mass-producible blessed ammo variants if that becomes
necessary.
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## Known Issues
.357 is just generally wonky and broken.
Z8 and Bullpup have icon update issues.
Magazine sprites that show the type of round loaded don't care about
what kind of round is actually loaded.

## Changelog

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🆑
add: Added several types of printable silver ammo to the autolathe.
add: Added several sprites to support silver-related additions.
add: Re-Added extended 7.62 magazines including a silver variant.
tweak: new sprites for large caliber bullets and speedloaders.
tweak: 10rnd 7.62 magazines now use the correct sprite.
tweak: shortened and fixed most silver bullet descriptions.
tweak: adminspawn wooden stake shotgun slug is now a metal flechette.
tweak: all silver projectiles standardized to work against
MOB_CLASS_DEMONIC & MOB_CLASS_ABERRATION.
tweak: rebalanced material cost and damage of all ordinarily obtainable
silver ammunition.
tweak: removed a couple instances of xenomorphs using
MOB_CLASS_ABERRATION.
fix: bullet sprites now consistent when using correct speedloader.
fix: .44 rubber magazine now specifies it's loaded with rubber on the
name.
fix: .44 rubber magazine no longer prints preloaded with lethals.
fix: small silver bullets (such as .38 and 9mm) no longer invisible.
/🆑

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---------

Co-authored-by: Shadow <shadowtail117@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2024-10-25 23:48:00 -07:00
siliconsandGitHub 16c07e9e61 Projectiles reorganization and cleanup, impact effects, subtle EMP tweaks (#6741)
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
2024-09-13 10:09:49 -06:00
siliconsandGitHub efb1c57bb8 sharp / edge / damage mode regex (#6747)
last regex before #6575 , probably 

deprecated sharp and edge
2024-09-13 08:50:11 -06:00
siliconsandGitHub e3b936fbbc Damtype regex (#6742)
Atomized codebase reorganization
2024-09-10 23:16:50 -06:00
7769d78570 Soldiers are made, not born -- Introduces Enigmas P4 Wraith unit and Banshee unit (#6732)
Needs testing in thunderdome, cutely.


## About The Pull Request

This PR adds code for this jackass unit


![image](https://github.com/user-attachments/assets/48d9a415-94a4-49f3-9dce-3111c868a215)

Wraith units are basically squad leads in Enigmas army. They utilize a
dark energy rifle (deals brute and very slightly irradiates), have
innate dodge (15% chance) but less max HP. Their armor is somewhat
better than what the usual P3 get. They are pretty agile too thanks to
being nanotech.

Ideally these are either deployed for boarding actions or as squad leads
of P3 units (the infantry looking troops). Though they could also be
used in squads guarding or assaulting important locations.

Comes with a really old firing sound that I ran from soundmixer for the
primary.

Now also changes the sound of the troopers particle weapon to something
more meaty :3


Next up:


![image](https://github.com/user-attachments/assets/2fa1b431-8eac-4bc0-abc9-8c9397db3186)

Banshees. Fast combat proteans outfitted with every bit of bluespace
tech Enigma could find. Expensive to produce and usually tasked with
assassinations, asset recovery and abduction.


## Why It's Good For The Game

~~Its not~~

First of the 3 P4 units. Adds Banshee and Wraith. Both have their own
gimmick and roles.

## Changelog

🆑
add: Do you feel in charge, proselyte?!?!??! Adds P4 Wraith units to
Enigmas troops, squad leads
add: Hope and Despair... - Adds P4 Banshee units to Enigmas Army,
dedicated assassins, asset recovery and abduction units
add: New sound for P3 Trooper beam weapon
/🆑

---------

Co-authored-by: BlueWildrose <57083662+BlueWildrose@users.noreply.github.com>
2024-09-10 22:29:42 -06:00
siliconsandGitHub e6f972666c regexes damage and wound types (#6735)
Different semantics demand different defines. It's hard to tell what's
being used where and for what reason right now.

Staging for combat PR.
2024-09-09 15:13:34 -06:00
siliconsandGitHub 9be2b7c3de fixes a bunch of bugs (#6738)
- phoron bores
- loyalty potions
- projectiles having armor pen on effects (they shouldn't)
- KA rendering
2024-09-08 22:15:53 -06:00
siliconsandGitHub faa9eabcc6 regexes damage to damage_force on projectiles (#6734)
for clarity and standardization purposes; it's this way on /item
2024-09-07 19:26:28 -06:00
GySgtMurphyandGitHub 6dbb18ede6 Adds Gauss Rifle and AC10 to the Exosuit fab (#6716)
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## About The Pull Request

Adds more ballistic options to the Exosuit fabricator, and a new
projectile that should be pretty powerful, but not too OP like the AMR
round.

## Why It's Good For The Game

Gives more options to the ballistic side of things for weapons on
exosuits. Not everything has to be a laser.

## Changelog

🆑
add: Added Gauss Rifle, AC10 and bullet for the Gauss to the code

/🆑
2024-09-06 11:54:15 -04:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
e697b2924d The Enigmatic Salvagers (#6692)
## About The Pull Request

Adds a unique, event only Hivebot faction named the 'Enigmatic
Salvagers.'

The Enigmatic Salvagers are a special type of Hivebot faction that comb
through the Galaxy, searching for old Abductor ships, worlds and
installations to salvage and then modify themselves with the parts.

Legend has it that they're controlled by a shadowy Artificial
Intelligence that exists far beyond habitable space. Why are they
salvaging Abductor technology? What is the goal of this Artificial
Intelligence, and why is it puppeting a Hivebot army for its purposes?
Maybe we'll find out.
## Why It's Good For The Game

Adds a new event/admin spawn only Hivebot faction. Should be fun for all
parties.

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## Changelog

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🆑
add: Adds the 'Enigmatic Salvagers'
soundadd: Adds new Hivebot/mechanical sounds
imageadd: Adds sprites for the Enigmatic Salvagers
/🆑

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---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2024-08-30 18:27:27 -07:00
Athena148andGitHub 5fb4e3886b Xenomorph Code and Sprite Rehaul (#6675)
## 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!
![Screenshot 2024-08-23
025335](https://github.com/user-attachments/assets/a0ad9f34-9cd3-4bda-a88f-9df699321997)

## 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. 
/🆑
2024-08-27 05:17:13 -07:00
siliconsandGitHub 42806d707d preliminary turret upgrade (#6668) 2024-08-20 20:04:31 +02:00
siliconsandGitHub 002dda4bf3 projectiles v8 - ammo & magazines (#6637)
completely overhauls ammo, magazines, and calibers; makes things a lot
more standardized and efficient.
2024-08-04 15:31:26 -04:00
cd40af93c7 projectiles v8 - rendering system (& some pulse weapon changes) (#6632)
Co-authored-by: deathride58 <deathride58@users.noreply.github.com>
2024-08-01 19:46:16 +02:00
siliconsandGitHub 912e379ffb vehicle mechs - preliminary (#6606) 2024-07-22 19:59:56 -04:00
siliconsandGitHub 48e5ea649e Action button refactor (#6557)
for future use in remote control indirection

Actions are now multiple owner single target

Adds a lot more handling for things
Generally, the HUD of a mob is going to be split into components.
2024-07-14 11:07:29 -06:00
siliconsandGitHub 3a32603c15 misc projectiles raycasting tweaks, makes projectiles faster (#6578)
makes projectiles faster
adds a tuning variable again
removes a useless button in set-ticklag
fixes homing
optimizes projectiles / makes them easier to reason about
2024-07-06 14:49:01 -06:00
siliconsandGitHub 50371db6fe projectiles v8 - raycasting (#6544)
Atomizing the physics solver out of #5934 

Tldr this is way less overhead, complicated, and far more accurate than
the old one
2024-07-05 14:08:38 -06:00
bearrrrrrrrandGitHub 03d62dda8e new gun sounds AND phoron rifle stuff .. (#6520)
## About The Pull Request

we want to modernize sounds so im just gonna start w/ my babies. reuses
existing sounds with
https://pixabay.com/sound-effects/plasma-gun-fire-162136/, royalty-free

## Why It's Good For The Game

sounds good.

## Changelog

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🆑
add: two new gun sounds, added to a slug, wild hunt, slug spitter,
separated slug spitter/wildhunt projectiles
/🆑

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2024-06-19 10:15:36 -04:00
LordMEandGitHub 4e433a463c Blindness_rework (#6479)
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## About The Pull Request
changes how blindness is handled in game
temporary sources of blindness add a status effect to the affected mob
while permanent sources (such as missing eyes/vision organs) add the
traits
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
blinding code was a mess (and still isnt perfect) this makes it slightly
more reasonable
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## Changelog

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🆑
refactor: refactored blinding code
/🆑

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2024-06-13 11:09:03 -06:00
bearrrrrrrrandGitHub fc55e4ed6e caseless rifle bonanza (#6425)
## About The Pull Request

PR related to a ore thing about rifles/etc. the objective of these guns
is gonna be as ultrarare loot/asset protection/ert stuff. basically this
is just the ballistic equivalents to the pulse rifle.

so far - gorlex Wild Hunt rifle, 100% AP (not extra damage vs armored
though), 50 brute, sets on fire


![image](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/54826962/bb84cccf-e2fc-4c72-8963-37f9a3b4673e)

also adds a generic new sprite - purple boolet


![image](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/54826962/4d582f63-a1b5-43f3-a121-d319983e7773)


todo: sprites


## Why It's Good For The Game

gun and lore fun.

## Changelog

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🆑
add: caseless rifles
/🆑

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2024-05-23 02:31:15 -07:00
siliconsandGitHub 5bc1c44c9a fixes emps, tweaks protean balancing number sagain (#6424) 2024-05-05 12:41:41 +02:00
f00535983e [MDB IGNORE] [IDB IGNORE] atom damage (#5235)
## About The Pull Request

adds generic system for atom health / integrity / damage

everything that isn't flagged with not-bludgeonable can, well, now be
bludgeoned.

## Why It's Good For The Game

more interactive game world through the means of making people able to
break Everything.

## Changelog

🆑
add: atom damage - (almost) everything is now breakable.
refactor: new /atom level materials system
refactor: a lot of the combat system / click code
refactor: melee attack styles
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-11-11 17:33:57 -07:00
Captain277andGitHub baad801273 Nerfs Pyro Mouse and Tweaks/Buffs Living Statue (#6086)
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## About The Pull Request

1. *Nerfs Pyro Mouse Fire Rate and Projectile.*
2. *Gives Living Statue Bespoke Darkness Spell.*
3. *Living Statue Drops Materials On Death.*

## Why It's Good For The Game

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## Changelog

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🆑
balance: Pyro Mouse fire rate reduced.
add: Adds Veil of Shadows ability to Living Statue.
tweak: Living Statues drop items on death.
/🆑

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2023-10-24 10:03:00 -07:00
5ec771921d Caliber updates (#5941)
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## About The Pull Request
 
Changing some Russian specific calibers out for more appropriate ones
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game


Fewer /k/ memes from 20 years ago would be nice

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## Changelog

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🆑

tweak: tweaked a few things, name wise

/🆑

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---------

Co-authored-by: Captain277 <agentraven16@gmail.com>
2023-09-10 15:21:14 -07:00
304bf65a9b mobility flags (#5202)
Co-authored-by: silicons <no@you.cat>
2023-04-22 19:32:16 +02:00
4f76022369 fishing port from tgstation (#5360)
Co-authored-by: silicons <no@you.cat>
2023-04-16 16:16:51 +02:00
ba4eb67d8d Ability System (#5186)
Co-authored-by: silicons <no@you.cat>
2023-04-13 22:14:04 +02:00
Captain277andGitHub 7f30e29790 Adds the Plasma Weapon Exotic Type (#5263) 2023-04-03 09:58:25 +02:00
8b778b0321 Armor rework (#5158)
Co-authored-by: silicons <no@you.cat>
2023-03-25 11:58:25 +01:00