- 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>
- 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>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Adds expanded content for The Weaver precursors.
Lot more to come.
<!-- 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
You'll see :)
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Please note that
maintainers freely reserve the right to remove and add tags should they
deem it appropriate. You can attempt to finagle the system all you want,
but it's best to shoot for clear communication right off the bat. -->
🆑
add: Added new mechanics or gameplay changes
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Event code for
'Unto The Eclipse'
<!-- 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
Halloween event!
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Please note that
maintainers freely reserve the right to remove and add tags should they
deem it appropriate. You can attempt to finagle the system all you want,
but it's best to shoot for clear communication right off the bat. -->
🆑
add: Event code and maps
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## 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.
<!-- 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
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.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## 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-ab22-1049bff95d61https://github.com/user-attachments/assets/8872563e-6ed3-43e7-924f-e6b902556171https://github.com/user-attachments/assets/9f6513c5-cc56-4249-8a16-284fbf2442c7
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Please note that
maintainers freely reserve the right to remove and add tags should they
deem it appropriate. You can attempt to finagle the system all you want,
but it's best to shoot for clear communication right off the bat. -->
🆑 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.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## 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.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## 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.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: 3 New Paracasual mobs
tweak: Sprites for Gammawraith and Door Mimic, Lythios POI spawn budget.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## 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.
<!-- 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
MORE madness? MORE magic shit? MORE chaos? What's not to love?!
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Heretical stuff. More to come.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
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>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## 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
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: certain type of less-lethal projectiles now are less-lethal again
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
Co-authored-by: MarsMond <no@email>
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
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## 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.
<!-- 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
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.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## 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
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
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.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: Shadow <shadowtail117@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
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
Needs testing in thunderdome, cutely.
## About The Pull Request
This PR adds code for this jackass unit

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:

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>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## 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
/🆑
## 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.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Adds the 'Enigmatic Salvagers'
soundadd: Adds new Hivebot/mechanical sounds
imageadd: Adds sprites for the Enigmatic Salvagers
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
## 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.
/🆑
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.
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
## 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
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: two new gun sounds, added to a slug, wild hunt, slug spitter,
separated slug spitter/wildhunt projectiles
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## 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
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
blinding code was a mess (and still isnt perfect) this makes it slightly
more reasonable
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
refactor: refactored blinding code
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## 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

also adds a generic new sprite - purple boolet

todo: sprites
## Why It's Good For The Game
gun and lore fun.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: caseless rifles
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## 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>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## 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
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
balance: Pyro Mouse fire rate reduced.
add: Adds Veil of Shadows ability to Living Statue.
tweak: Living Statues drop items on death.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## 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
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
tweak: tweaked a few things, name wise
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: Captain277 <agentraven16@gmail.com>