Adjusts the fire delays, charge levels and recharge speeds of many energy weapons.
Adjusts the damage of several types of energy beams.
Renames the "burst laser" to the "burst energy gun". Also updates the cargo ordering console's entry to match.
Converts a few weapon-related booleans to use TRUE/FALSE.
Fixes formatting of some weapon fire modes.
* Repaths badges, ribbons, pins and permits to /medal.
* Drakes can now wear pride pins.
* Updates xenofauna map, repaths some accessories.
* Added fence door interaction for drakes (open but not close)
* Adds stasis cages to the Xenofauna lab.
* Corrects some Cynosure badge paths.
* Allows mobs to climb into stasis cages themselves.
* Added lower temperature sensor alarms to xenofauna.
Semi-automatic, 5 round, tube magazine fed
Lootable, or buyable from both cargo and tator uplinks.
Balancing intended to lie between combat shotgun and not!AA-12
100 TC each (between combat shotgun and fuel rod cannon)
100 Req Points for a box of two (same price as a burst laser pair)
* Initial port
* Various fixes
* Doomguy Costume Addition
Halloween just around the corner, I wanted to add a costume that uses the new toy guns.
* Merge conflict, fixes
* Voidsuit Balance Overhaul
Overhauls the stats of voidsuits and tries to put them into niches. So far, I decided to go with a tier-based system.
Tier 1: Basic voidsuits available to the station and can be purchased from Cargo fairly cheaply (35 points).
Tier 1.5: These are slightly improved over Tier 1, but not as good as Tier 2. Currently, only the exploration/exploration medic voidsuits fit the bill.
Tier 2: These voidsuits are available to the station, but can only be purchased from Cargo at higher prices (60 points).
Tier 3: Mercenary voidsuits.
One of the key factors in this overhaul is that the slowdown on voidsuits was made granular. Instead of all voidsuits having a slowdown of 1 or 0, most voidsuits will have a slowdown of 0.5, while voidsuits that have really good protective attributes (such as security voidsuits) will move slower.
As well as this, most higher end voidsuits were given better breach threshhold and resilience values, because even the most heavily armored voidsuits were way too easy to pincushion for some reason.
On top of this, most voidsuits were given niches.
Engineering Voidsuit (Tier 1): Moderate radiation protection, Slightly better pressure/heat protection. Moves slow (Slowdown 1)
Hazmat Voidsuit (Tier 1): Perfect Rad Protection, but loses pressure/heat protection of engineering voidsuit. Also Slow.
Construction Voidsuit (Tier 1): Lighter than Engineering/Hazmat suits, but lacks either radiation protection or pressure/temp protection. Has a bit of extra armor, too. Mostly for field use.
Reinforced Engineering Voidsuit (Tier 2): Has good pressure/temp protections, perfect radiation protection, and moves pretty well.
Salvage Voidsuit (Tier 2): Same as above.
Mining (Tier 1): Fairly decent melee/bomb armor, and slightly harder to breach. Also mild radiation protection. Heavy.
Frontier Mining (Tier 2): Same as above, except lighter.
Medical (Tier 1): Normal weight, has some radiation protection, but otherwise unremarkable.
EMT (Tier 1): Exchanges radiation shielding for additional armor. Normal weight.
Biohazard (Tier 1): Highish melee protection and high atmos protection. Designed for EMTs in extremely hazardous enviornments.
Vay-med (Tier 2): Zero weight, still made of paper mache.
Security (Tier 1): Moderate protection all round, heavy weight.
Crowd Control (Tier 2): Focus on melee/bomb protection,
Security EVA (Tier 2): Focus on Ballistics/Laser protection.
Atmospherics (Tier 1): Pretty much the same. Super High atmos/fire protection. Extremely slow. Extremely hard to breach.
Heavy Duty Atmospherics (Tier 2): Same as above, except lighter.
Exploration (Tier 1.5): Normal weight and armored, but skimps on ballistic armor. Not quite as armored as security voidsuits. Above average rad protection.
Field Medic (Tier 1.5): Loses some of the armor, but gains more rad protection and some heat/atmos protection.
Pilot (Tier 1): Some very light armor plating, minor rad protection, otherwise unremarkable.
Blood-red (Tier 3): Mostly the same, except extremely hard to breach now.
Soot-covered Voidsuit (Tier 3): Heavier than the blood-red, but also pressure and fireproof. Loses a very little bit of ballistic/melee protection for excellent laser protection.
* Accidentally copypasta'd a bit too much
* Adjusts Breach Values
* Adds a modular armour version of the explorer suit.
* Adds material armour building steps for plates, arm guards and leg guards
Adjusts chitin hardness and weight (weaker and lighter)
* Maps a drying rack and washing machine into the planetside outpost
* Fixes QDEL issue, adds sprites to the specialist armours, and adjusts the cargo crates to match.
* Changes map format to TGM
* Removes flashy pixel on south facing leg sprites
* Adds proper returns, removes copypasta, fixes labeller & pen interactions
* Begins work on the Industrial expansion, ft hidden Lore
* Removed Painite, Quartz, and Void Opal from generation pending their eventual uses. Recipes modified to use them have been reverted of this use.
Fix Fix.
* Reset map to master.
* Add copper to Robotics, R&D, Engineering, and EVA.
* Distillery For Chemistry
* Synthplasma, Synthblood but not horrifically strong.
* Rectify, I said, damnit!
* Distillery for Chem. Now with STRONG DMM.
* changeling
This makes it identical to it's real-life counterpart, and brings some actual sprite improvements upstream from Virgo.
Earlyport of https://github.com/VOREStation/VOREStation/pull/8812 with an actual rename of the gas, ID, and sprite used.