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Upstream merge for 2/14 #145

Merged
merged 10,000 commits into from
Feb 19, 2022
Merged

Upstream merge for 2/14 #145

merged 10,000 commits into from
Feb 19, 2022

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MrMelbert
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@MrMelbert MrMelbert commented Feb 15, 2022

At least it compiles.

CHECK LIST

  • Fix Lima
  • Check that heretics work
  • Check that traitors work
  • Check that lings work
  • Make sure jobs work (Job UI, sechuds, assigning jobs as hop)
  • Make sure clock cult icons returned
  • Probably some other stuff

OrionTheFox and others added 30 commits February 6, 2022 17:30
…eaks to Suit Storage Units (#64639)

Broken Super_UV icon (big flashing red overlay), no icon to indicate its locked, and unscrewing it straight up broke the whole icon!
That's all fixed, along with some quality of life, including warnings explaining WHY stuff failed...
I even made the super_uv ACTUALLY output black smoke, as the description says it does, because its cool.

Tidies up something that sees more use now that we have MODsuits (and potentially will get them buildable if that other PR goes thru)
The Suit Storage Units now have a Locked indicator on their lights! In exchange, decontamination above safe levels has a slightly different indicator (flashing red/yellow)
SSU gives chat warnings as to why it blocks decontamination (no items/safeties on)
SSU panel/super-decontamination icons work properly now
The SSU super-decontamination also creates a plume of black smoke at the end, as the flavor description said it did.
* Change default render relay plane to game plane

* fix typo

Co-authored-by: TiviPlus <[email protected]>
…o Cargo (#64280)

About The Pull Request
The design doc behind this PR, which is only mildy been deviated from on some of the end particulars. Cobby-Approved! Maintainer Discussed!
https://hackmd.io/@6DbtsAKCTtW_9MByKFjZqg/r1xYKCNOt

Cargo Changes
Cargo has had all WT-550's removed and replaced with Thermal Pistols.
Cargo can now order Thermal Pistols, a kind of energy/ballistic hybrid weapon shooting chunks of altered nanites into people. We couldn't use them in people, so maybe we'll use them as bullets! Magma/Ice bullets, to be exact.
You can, after paying a whopping 4K on a goodie pack (you have to pay from your own personal account) buy a .38 revolver. This is mostly to help some poor detective who lost their revolve in what I'm sure will be an inevitable scramble for ballistics. If even the 4K pricetag isn't enough, at least it requires detective access to open the pack...I hope.
Some of the crates that contained autorifle related items have been changed/removed.

unknown (2)

securarevolver 4 0

Science Changes
Ballistic Weaponry node no longer exists, and has been replaced with Exotic Ammo as both the pre-requisite to other nodes, as well as being able to be researched as soon as the Weaponry node is unlocked and not Advanced Weaponry.

Thermal Pistols
-Fairly average bullet statistics; 10 AP but shooting into Energy armor. 20 damage (Brute for cryo, Burn for inferno). Decent wounding potential, but individually much lower ammo counts than lasers.
-Bought in twinned pairs in a two gun holster (just for normal sized energy guns). They're normal sized.
-Each gun has 8 shots (thereabouts). 16 between two.
-Cryo pistols do a knockdown and extra damage against extremely hot targets. Inferno pistols do an explosion cantered on the target against extremely cold targets.
-The guns are EMP-proof.

Why It's Good For The Game
The current gameplay loop of crew combatants is them relying on backup and retreating as necessary to reload their weapons during fights. The ability to repeatedly harry opponents in the field reloads is something that should be moved away from for crew equipment, as it emphasizes lone wolf tactics and one-man army problems, with boxes full of spare ammo usually allowing any single combatant to outlast multiple foes. In addition, ballistics often are not subject to the same (interesting) limitations of energy weapons, so they're typically a no-brainer choice. We shouldn't have such an easy choice be readily available like that.

The thermal pistols present a more challenging weapon to use as a solo combatant but become far more versatile and potent when paired with a decent buddy and basic level co-ordination. They're not a straightforward choice for every situation, but instead are a weapon employed given the right circumstances for them to shine.

In addition to the gameplay issues that ballistics pose, we're in a goddamn spacegame. Unless the ballistics are noticeably weird (they're not), we should expect that our more advanced research station has some pretty odd guns of the energy variety.

Changelog
🆑 Necromanceranne, quin
add: Adds the Inferno and Cryo Pistols. A hybrid energy/ballistic weapon, to cargo. It can be purchased in either a goodies pack or a normal crate order.
add: Thermal Pistols do more damage and a special based on temperature of the target hit.
add: Inferno pistols cause an explosion when they hit a severely cold target.
add: Cryo pistols cause a knockdown and extra damage if they hit a severely hot target.
add: There is a special nanite pistol, which is admin spawned. Don't tell anyone about the forbidden ballistic energy gun.
add: You can order a .38 revolver as a goodie pack. It is expensive.
del: Removes WT-550's from cargo and related content from the techweb/protolathes.
balance: Exotic Ammo is now much earlier in the tech web to take the place of Ballistic Weaponry.
/🆑
The area definition was set to nearstation, so It's likely that this camera wasn't properly listed in some way or the other. This PR fixes that.
…(#64719)

This PR seeks out to fix a weird placement of the intercom in MetaStation's Engineering Security Outpost. I had to kill a poster to do it, but I think Engineering already has plenty of posters elsewhere.
Basically, it was included as a part of the Engineering Break Room (???)
This PR seeks out to help chunk out the vast space known as Atmospherics across all five stations by turning the room in which the canisters are normally in into it's own discrete room, "Gas Storage".
This PR will repurpose the area pathing for the "Lounge" to better fit the area commonly known as the "Bar Seating Area" in an attempt to dehomogenize the vastness of the "Bar" area proper.
…up critical stuff. (#64726)

Co-authored-by: Mothblocks <[email protected]>
@MrMelbert MrMelbert added the Upstream Merge That time of the month. Cry at the CI failures label Feb 15, 2022
@MrMelbert MrMelbert requested a review from sqnztb as a code owner February 15, 2022 07:53
@MrMelbert MrMelbert marked this pull request as draft February 15, 2022 07:53
@MrMelbert MrMelbert marked this pull request as ready for review February 19, 2022 00:39
@MrMelbert
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CI passes, traitor uplinks don't work but no one plays traitor. I'll get to it in the future but for now it's good enough ™️

@MrMelbert MrMelbert merged commit b88da06 into master Feb 19, 2022
@MrMelbert MrMelbert deleted the upstream-2-14 branch February 19, 2022 00:41
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