Commit Graph

11 Commits

Author SHA1 Message Date
Spatison
af6e68d38e fix merge master into wizmerge 2025-07-20 12:32:17 +10:00
Lumminal
16ea61f52f Shadowling Antagonist (SS13 Port and Remake) (#2207)
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Ports Shadowlings from SS13 to SS14 with a remake to make them fun to
play.

Minimal Design Doc (not up-to-date, read comments in this repo for
updates):

https://github.com/Lumminal/SS14-Design-Docs-Lumminal/blob/main/Shadowling.md

---

- Abilities
  - [X] Hatch
  - [x] Glare
  - [X] Enthrall
  - [x] Veil
  - [x] Shadow Walk
  - [x] Icy Veins
  - [x] Collective Mind
  - [x] Rapid Re-Hatch
  - [x] Destroy Engines
  - [x] Sonic Screech
  - [x] Blindness Smoke
  - [x] Null Charge
  - [x] Black Recuperation
  - [x] Empowered Enthrall
  - [x] Nox Imperii
  - [x] Ascension
  - [x] Annihilate
  - [x] Hypnosis
  - [x] Plane-Shift
  - [x] Lighting Storm
  - [x] Ascendant Broadcast
- Antags
  - [X] Thrall
      - [x] Guise
      - [x] Thrall Darksight
  - [x] Lesser Shadowling
- Passive
  - [x] Light Resistance Scaling
  - [x] Shadowmind
  - [x] Damage on Light
- Other
  - [x] Sounds
  - [x] Sprites
  - [x] Psionic Interactions
  - [x] Handle Edge Cases
---

<details><summary><h1>Media</h1></summary>
<p>

https://www.youtube.com/watch?v=H-Ee5wuRINc

</p>
</details>

---

🆑
- add: The shadows have awakened, and their ascendance is soon to
follow. Do not enter maints.

---------

Signed-off-by: Lumminal <81829924+Lumminal@users.noreply.github.com>
2025-07-20 12:05:11 +10:00
Will-Oliver-Br
a2217f0189 Fix Chair Mapping (#2422)
Fixes chairs disappearing when saving the map and adds the ability to
enable/disable locks on office chairs.

---

<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/277d6ee8-cc51-47df-8b81-0b361234227d

</p>
</details>

---

🆑
-  tweak: Now you can enable and disable the locks on office chairs.
2025-07-12 01:42:00 +10:00
VMSolidus
db610d403b Supermatter Tweaks (#2423)
# Description

_config.GetCVar() is generally to be deprecated and replaced with the
significantly better performant Subs.CVar(), since it doesn't need to
fetch the CVar each time its used and instead keeps it cached. This is
particularly important for systems that operate on every frame.
Technically Supermatter wasn't on my list of systems to optimize, but
it's a good look since it's a system we're uniquely responsible for.

No actual functionality for the Supermatter has been changed, this is
just a code cleanup and performance pass.

# Changelog

No CL since this isn't player facing.

(cherry picked from commit 1d10885f3a24053f77f8a27736e4c198b2aac026)
2025-05-16 20:06:44 +03:00
GNUtopia
254a6881c8 Bio-Synthetic Torso Fixes (#2414)
# Description

The recently introduced bio-synthetic torso didn't actually do anything
since the biofab just spawned the torso body part rather than a usable
body. This fixes that. The bio-synthetic torso lathe recipe now spawns a
limbless bio-synthetic human which can then have limbs attached like any
other torso. The torso's name, sex, and pronouns can be set once,
ideally to reflect the identity of the person being put into the body.
Hopefully this will help biofabrication function as a potential
alternative to cloning.

---

<details><summary><h1>Media</h1></summary>
<p>

![A bio-synthetic
torso](https://github.com/user-attachments/assets/a1b7f4db-3526-4c98-9e61-7b094b6d808e)
![The right-click
menu](https://github.com/user-attachments/assets/1c90c81f-fe47-4d5e-b740-ca36a7278b42)
![Pronoun change
options](https://github.com/user-attachments/assets/20d59231-c832-4e5d-b3d1-346565641f02)
![Sex change
options](https://github.com/user-attachments/assets/a8c689e0-5ef2-4792-b48f-dc33cdcb0100)
The verbs disappear after you select a name/gender/sex.
![Options gone from right-click menu after being locked
in](https://github.com/user-attachments/assets/0a2f375f-d5a2-459d-a6a3-a00bee8b4f9b)
![The torso, now with limbs
attached](https://github.com/user-attachments/assets/f66a2828-f6c5-42c5-a2cd-de81ef382faf)

</p>
</details>

---

# Changelog

🆑
- tweak: Made bio-synthetic torso work as a body

(cherry picked from commit 2911f82360aeab153968cc444a90c0b5321f43e0)
2025-05-10 00:58:09 +03:00
ZetaNull
718078de24 Add New Species: Xelthia (#2214)
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# Description

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This is a PR to add a new species, the Xelthia. I find that most of the
species in this game don't feel particularly alien, and I'm aware that
they aren't as alien as some might want, but I feel like they're
decently alien, personally. In addition to this, I've tried to set them
up to fill niches that aren't particularly common with other species,
such as having a heat resistance and cold weakness where other species
tend to have cold resistances and heat weaknesses.

Here's their current list of (planned) traits, which is tentative and
I'm open to adjusting.
### Negatives
- Cold weaknesses
- Lack of a gloves slot thanks to having tentacle arms
- Carnivores, will only eat things containing meat for the most part
### Positives
- Heat resistances
- Arm Regrowth, dropping their current arms
- Acid blood (Currently slippable)
- Caustic immunity (so they don't burn from falling in their own blood)
### ???
- Dropped arms are able to be eaten and/or cooked.

I've not worked with C# before now, so apologies if the code is a little
bit scuffed or anything

---

# TODO

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- [x] Implement Xelthia Species, complete with sprites and a language
- [x] Add species default names
- [x] Add displacement maps and such to make sure they look right
- [x] Implement primary YAML-based species functions, basically
everything that isnt the limb regrowth function
- [x] Axe the initial psionics bit
- [x] Add the actual function for limb regrowth
- [x] Add proper lore
- [x] Any other possible considerations with adding Xelthia
characteristics

---

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<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/4fd3cb4f-4d5d-44dd-b5c0-62fd392e8920

![image](https://github.com/user-attachments/assets/3e5db9cc-a2b3-424e-a75c-cd410d57a0b2)

![image](https://github.com/user-attachments/assets/0a8e3f50-e20c-406e-8c1e-78cdd4eb1496)

![image](https://github.com/user-attachments/assets/bc860e97-6180-484c-afb1-e539decbb425)

![image](https://github.com/user-attachments/assets/331a620b-4c7f-4913-81db-a3fe235f58c1)

</p>
</details>

---

# Changelog

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🆑 Zeta_Null
- add: Added Xelthia, a custom alien species
- add: Added an insulated jacket, to account for Xelthia not having
access to a glove slot.
- add: Xelthia tentacle item that drops when arms are regrown. This is
able to be cooked.

---------

Signed-off-by: ZetaNull <93877175+ZetaNull@users.noreply.github.com>
(cherry picked from commit 5de2bd074f7ee852774c11fd92996f7c14fd3d1b)
2025-04-26 12:13:13 +03:00
Timfa
60053a10d4 Coat and Scrubs Restricted to Respective Employers (#2134)
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# Description

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Some coats and scrubs in loadout are branded with specific corporation
logo's.
This PR restricts specifically those items to the employers that they
are from.

Note that we have coats from other companies currently not listed as
available employers too. Perhaps we should consider adding them?

# Updated:
This PR now also includes CCVars that can disable a part, or the
entirety, of Contractors for downstreams that prefer free-form RP over
gameplay.
While I was at it, I made it so that AI and Borgs don't get Passports.

---

# Changelog

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🆑
- tweak: Restricted some corporate jackets and scrubs to that specific
corporation.
- tweak: Downstreams can now disable Contractors entirely or partially
if they prefer freeform-rp over gameplay facilitating RP
- tweak: Station AI and Borg are no longer people and don't get
passports.

(cherry picked from commit 445bdc5c1b04c9f41460fb1cc6986e736732508e)
2025-04-04 15:01:26 +03:00
Timfa
e3cc62ef8c Contractors V1 (#2030)
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# Description

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Contractors v1 is the first version of a system that will allow you to
set a nationality and an employer to your character. Initially, this
will determine the availability of some loadout items, jobs and traits,
but this is built to expand upon later.

As of this moment, the PR will let you select a nationality, an employer
and a lifepath. Nationalities give you a language and a passport, while
the other two don't do a lot yet. (except Command can only be NanoTrasen
and most other jobs can't be unemployed)

The passport functions, and the CharacterRequirements do as well.

there's still a lot more that can be done--tying jobs to certain
employers, items or traits to nationalities or lifepaths, but the reason
I want to merge it before that's done is primarily so that I don't need
to be the sole person working on it anymore. The C# is done, the rest is
YAML, and we have a bunch of competent YAML warriors who will do great
stuff with this, no doubt.

---

# TODO

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- [x] Create Nationality and Employer Prototype code
- [x] Create Nationality and Employer Character Requirements
- [x] Add both fields to the Character Creation menu
- [x] Create Nationality and Employer Prototypes
- [x] Create Nationality and Employer Prototypes YAML
- [x] Add requirements to a few jobs
- [ ] Add requirements to a few traits
- [ ] Add requirements to a few loadout items
- [x] create a passport item that can be opened and closed
- [x] Give each nationality a passport item valid for their species

---

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<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/9c44cf11-766b-4368-af69-8655048e992a)

https://github.com/user-attachments/assets/9e61aed8-2e07-4d44-89c7-595a170df8c7

</p>
</details>

---

# Changelog

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🆑
- add: Contractors. Be sure to edit your character to set an employer
and nationality!
- add: Nationality, Lifepath, and Employer have been added to character
creation. These don't currently do much except spawn a passport
containing information about where your character is from and who they
are, but they are fully integrated with Character Requirements, and by
extension can be used for and alongside Traits, Loadouts, Jobs,
Antagonists, etc.

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit c3b12c62ee3bd226b57022690d1b24cb7cf54e3f)
2025-03-29 17:52:53 +03:00
Spatison
5d347ebb94 Upstream 08.03-09.03 (#299)
* Grabbing Fixes / Table Slam (#1889)

# Description
Ports several fixes + Tabling from
[/Goob-Station#1922](https://github.com/Goob-Station/Goob-Station/pull/1922)
Tabling is pretty much 1:1 with how it is from SS13

## This shit is so code
Required before I can port [Martial
Arts](https://github.com/Goob-Station/Goob-Station/pull/1868)

# TODO
* [ ] Await merge
* [ ] Gaming

# Media

![CQC](https://github.com/user-attachments/assets/dc202ce1-ec97-4448-b8bc-71b9a44a608f)

# Changelog
🆑 Eagle

* add: Table slamming. Harm a table when you have someone harm choked,
see what happens.
* tweak: Grab throw damage to other entities is now based on the thrown
entities kinetic energy. No more mouse wrecking balls.
* tweak: You can now escape from a soft grab by just walking away.
* tweak: You can no longer grab someone else while your being grabbed.
* tweak: Mass now effects grab release attempts.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->

## Summary by CodeRabbit

- **New Features**
- Introduced a table slam mechanic that brings dynamic combat
interactions. Characters and objects can now be “tabled” with associated
damage, stamina effects, and paralysis chance.
- Added new interactive states for pullable entities, enriching
environmental and combat engagements.

- **Gameplay Improvements**
- Refined pulling and throwing mechanics to enhance collision handling
and damage calculations, resulting in more impactful throw actions and
balanced kinetic responses.

<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit 71147f8295c5c817b56d52c5d2a38acced2f14b9)

* Automatic Changelog Update (#1889)

(cherry picked from commit 434ce42a8a0739ff0873c4c02bfe83ed39c857e9)

* Fix UI Crap (#1888)

I have no idea if this fixes the issues, and I have not checked if it
does. But this is the only thing we're missing that wasn't related to
other unrelated stuff.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **Bug Fixes**
- Improved the initialization process for several in-game user
interfaces, ensuring that all essential functionalities load
consistently when accessed.
- **New Features**
- Enhanced the voice mask configuration panel to automatically present
available speech verb options, streamlining the setup process for users.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit e2fbebba312a01d9fb92eaac64190df503607f6b)

* Shuttle Spawner Airlocks (#1890)

# Description

This PR adds a variety of "Shuttle Spawning Airlocks" for certain ships
in this game that mappers might wish to use. The most important of which
are airlocks that cause a Cargo Shuttle and a Pathfinder to spawn
already docked to the station. The fact that nobody did this before was
fucking astounding to me.

# Changelog

🆑
- add: Added a variety of "Shuttle Spawning Airlocks" for mappers to
use, which can make it so that shuttles like the Cargo Shuttle,
Pathfinder, etc. Spawn already docked to the station.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced a refined docking and spawning system for shuttle
operations, incorporating multiple shuttle types including cargo, dart,
infiltrator, pathfinder, and SANDropship.
- Added dedicated deployment entities to manage shuttle instantiation
effectively.
- Rolled out a new tagging framework to enhance the categorization and
identification of dockable vehicles.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit 2f9239f6b0918fbdca1f0c48a06c3b3b76a11ab8)

* Automatic Changelog Update (#1890)

(cherry picked from commit 39eb098ebe3fcf7f283f46fadfc76545c20e667c)

* Update Credits (#1854)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit ad2ebc04093388d29db758fd7e632744e4d728d8)

* Remove Outdated Description From Flash, Add One to the New Disabler A… (#1887)

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# Description

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Accidentally left an old ExtendDescription on a flash which is no longer
accurate, and added extra descriptions to the rev manifesto and civilian
disabler while I was at it.

---

# Changelog

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🆑
- add: Added extra descriptions to the revolutionary manifesto and the
civilian disabler
- fix: Fixed extenddescription on flash

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced extended, context-sensitive in-game descriptions for the
revolutionary manifesto, offering nuanced details about its use across
various roles.
- Added enhanced descriptive information for the civilian disabler
weapon, clarifying its legal ownership and accessory considerations.

- **Chores**
- Streamlined the flash item display by removing redundant extended
descriptions to improve clarity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
(cherry picked from commit 3e3bee060cb7eee98ae3fde7c4f7b819f16bf840)

* Automatic Changelog Update (#1887)

(cherry picked from commit 4af6dc83bd2ebded1421dadea70b6a9586776fda)

* NewMats Lathe Recipe Changes (#1873)

# Description

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Removes wait times from Copper, Lead, and Aluminum and reduces the wait
time for Tungsten to 0.13 (4 seconds over 30 ingots, too rare for it to
have no completiontime but too much completiontime for just one ingot).
It seems pretty ridiculous to make the former 3 recipes have a wait time
of TWO SECONDS PER INDIVIDUAL INGOT (which presents a lot of problems in
practice for salvagers) in comparison to the standard ore recipes which
have 0 wait times at all.

if the wait times are intentional then I would like you to consider
reducing them to something similar to what I did with the Tungsten- with
X seconds over 30 (or any other standard amount) ingots

---

# Changelog

🆑
- tweak: the Ore Processors now process Lead, Copper, and Aluminum
instantly, and is much faster at processing Tungsten

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **Chores**
- Adjusted lathe production times for several recipes, resulting in more
accurate processing durations.
- The tungsten-based recipe now completes significantly faster (0.13
seconds versus 4 seconds).
- Three metal-based recipes have been updated to finish in shorter
durations (0.01 to 0.016 seconds).
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit d295e2535f9aa21497460279d0bfe108920c445b)

* Automatic Changelog Update (#1873)

(cherry picked from commit 8deed0c3c9d16ff0cdb956fc0ee457a5bf14f5ed)

* Revert "[Add] High-Risk Loadout Item For Warden: Power Gloves (#252)"

This reverts commit 1f936feaa8.

* Grab Intent Part 2: Martial Arts (#1891)

# Description
Finally, after 9 years in development, CQC is here.
Traitors can buy a CQC manual in the uplink, giving them access to
unarmed combos, and instant hardgrabs.
Traitors can also buy a Sleeping Carp Scroll, giving them 3 different
unarmed combos, and the ability to deflect all incoming projectiles, at
the cost of no longer being able to use ranged weapons.
The Chef can use Close-Quarters-Cooking while in the kitchen. Tiders
beware.
Security officers also have access to a Corporate Judo Belt as an
alternative to the stun baton.
The Warden starts with Krav Maga gloves in his locker, with 3 different
attacks.

## This code is, not shit perhaps?
Ports martial arts from
[/Goob-Station#1868](https://github.com/Goob-Station/Goob-Station/pull/1868)
All seems pretty well written, shouldn't be hard to add new ones in the
future.

There also exists a version of the CQC manual for the BSO. Might add to
the BSO locker if requested.

# TODO
* [x] Await reviews
* [x] Pain

# Media
Judo

https://github.com/user-attachments/assets/b0aa4d24-f5cd-478e-8358-a095d46a4572
CQC
https://youtu.be/c0EJfbwqil8
Sleeping Carp

https://github.com/user-attachments/assets/a16ec334-9f9a-4820-b4f1-32a0cc598c67

https://github.com/user-attachments/assets/3e2bfc95-7c92-46f6-9b7c-b1e6596540c7

# Changelog
🆑 Eagle

* add: Added Corporate Judo, CQC, Sleeping Carp, and Krav Maga martial
arts with unique abilities.
* add: The Chef has been given Close Quarters Cooking in the Kitchen and
Bar. Tiders beware.

---------

Signed-off-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>

(cherry picked from commit 68872f85c8b2227e871667caed2289042edd0d7b)

* Automatic Changelog Update (#1891)

(cherry picked from commit 9e3ad56873aedb7a7d0fff6037f9aaf0026897c0)

* Bug Fix: Fix Roboticist Airlock Sprite Error (#1899)

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# Description

Description.

A fix for [this
issue](https://github.com/Simple-Station/Einstein-Engines/issues/1872)

Fixed bug of the painted roboticist airlock displaying the windowed
counterpart instead of the standard one.

# TODO

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- [ ] Task
- [x] Completed Task

---

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<details><summary><h1>Media</h1></summary>

https://github.com/user-attachments/assets/fbe4c85f-c876-4e29-9c8d-cf95314e737f

</details>

---

# Changelog

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🆑
- fix: Fixed bug of the painted roboticist airlock displaying the
windowed counterpart instead of the standard one.

(cherry picked from commit a3b823b0059a67767f0adf27ec65151d2f73a1fd)

* Automatic Changelog Update (#1899)

(cherry picked from commit ca839d18fbcdb85d4d1e60f2acad68fda02e1634)

* Fixes SM Being Started on Round Start (#1901)

# Description

To stop the SM from getting activated without something being thrown
into the SM or by having emitters hit the SM.

---

# TODO

- [x] Fix the SM by starting on its own.
---

# Changelog

🆑
- fix: SM no longer starts on round start.
- fix: SM will no longer delam from spacing unless it's activated.

---------

Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com>
(cherry picked from commit 234ac6119f999ff2bfaabee6b93b5fa75c61c0fa)

* Automatic Changelog Update (#1901)

(cherry picked from commit 3a0c67ba9c6aa8341e9bfd529bb58818164e20c8)

* Tc rebalance

---------

Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
Co-authored-by: RadsammyT <32146976+RadsammyT@users.noreply.github.com>
Co-authored-by: Paulo Artur Pinheiro Viana Villaça <112904295+AlgumCorrupto@users.noreply.github.com>
Co-authored-by: Solaris <60526456+SolarisBirb@users.noreply.github.com>
2025-03-09 14:01:34 +02:00
VMSolidus
2a7f4e070c Port Supermatter Updates From Impstation (#1719)
# Description

Yea it turns out ImpStation made a shitton of updates to Supermatter
that were never upstreamed, including making a fancy new Supermatter
Monitoring Console, which needs to be mapped. Technically this is a
DeltaV PR, but out of pure spite I ported the entirety of this
completely by hand.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/da665b53-ad0a-4661-bb31-8e9b3bd01b27)

</p>
</details>

# Changelog

🆑
- add: Added Supermatter Monitoring Console.

(cherry picked from commit 541f1695d0f9e03afb26f847f3e8fd1462c5ed14)
2025-02-28 16:24:58 +03:00
Skubman
0db014ecd1 Plasmaman Damage Resist and Density Changes (#1769)
# Description

Plasmamen receive these changes:

- Density reduced by 13.5% (185 to 160)
- Reference: Human density = 185, Felinid density = 140, Skeleton
density = 130.
- Slash resist increased from 15% to 20%, Piercing resist increased from
25% to 40%
- Reference: Skeletons take 10% more Blunt, 20% less Slash, 40% less
Piercing damage.
- Upon being gibbed or ashed, spew out plasma everywhere
  - Not in changelog to catch players by surprise :trollface:
- Reduce price of extinguisher refill in Loadouts to 5 points to 4
points.

## Why / Balance

Plasmamen are "just" skeletons, so it makes sense that they'd be lighter
than average. But not Felinid-levels of light, because that's not really
the selling point of Plasmamen and would increase their difficulty in an
unintended direction. Why they'd be heavier than Felinids and Skeletons
can be explained by the plasma in their body having a lot of weight.

To compensate, they will get 20% Slash and 40% Piercing resist. For
comparison, Slime People have a 40% resistance to Blunt, a more common
damage type than Piercing. This will give Plasmamen a niche of being
excellent against spears and ballistic weapons especially with
additional armor, while still being vulnerable to Space Wind throwing
Blunt weapons and opponents closing in on them with a Blunt weapon.

## Media

**Plasmaman Gibbing**

https://github.com/user-attachments/assets/bd7c0edc-37dc-4ab4-ab1e-170f78306b24

**New Guidebook Description**

<img width=450px
src="https://github.com/user-attachments/assets/d70ed0ed-e0cd-4079-9d99-4d6bf012ed7e">

## Changelog

🆑 Skubman
- tweak: Plasmamen now have a slightly lower density and thus lower
weight than the average species (this is a nerf).
- tweak: Plasmamen have their Slash resist increased from 15% to 20%,
and their Piercing resist increased from 25% to 40% (this is a buff).
- tweak: The cost of the envirosuit extinguisher refill in Loadouts has
been reduced from 5 points to 4 points.

(cherry picked from commit f6289bf223a570e68bf85f2ffd92c01b9e20f200)
2025-02-15 00:32:09 +03:00