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The Event Horizon rifle kit is no longer researchable. The rifle is now a research-cache unique with three shots, no recharge, a minute between shots, on-screen range and a reality tear that no longer gibs mobs. Anomaly cores are scarce again. Cargo no longer sells raw cores. Boffin sells a limited weighted rotation of raw cores and anomaly charts, priced by rarity. A chart points the buying ship at a planet or derelict, and the anomaly only appears when that ship docks there. Planets get all nine anomaly types on a per-planet chance by zone; they move and keep their stock effects but stay on their site. The planetary pyroclastic anomaly shoots flame jets instead of venting plasma.
The rifle keeps its upstream scope and range again, with 20 seconds between shots instead of a minute. Whoever the beam hits takes enough burn damage to die without being gibbed. The rifle can no longer be mounted in an emitter or turret, which fired it on their own power and skipped the shot limit and cooldown.
…ularization check
# Conflicts: # tools/ci/modularization_exceptions.json
# Conflicts: # code/modules/unit_tests/_unit_tests.dm # tools/ci/modularization_exceptions.json
Removes the 20 rows the new shop gates satisfy. The luxury medipen line and the alien and brainwashing routes are now deliberate rather than open.
…use on gear sheets Sheets split cargo and console into what each really needs, name the item a made-by-use route comes from, and show what a recipe consumes. Rolls guarded by a value a subtype sets aren't rolls. Crates in biome loot lists count as loot. The check can treat made-by-use as a route through the policy.
…odes Combat, assault and infiltration exosuits need 4, 11 and 11. Night vision, repair swarm, precision fabrication and riot suppression need 4, and instant fabrication 11. New gated nodes split out the blank tech shell, taser and meteor slugs, x-ray eyes, the dampener and cloak, sonar, the perceptomatrix and voltaic heart, inert bags of holding, jaws of life and mech RCD, the spin inverter, the H.O.N.K horn, the upgraded resonator, the crew pinpointer and large grenade casings. Over-gated designs come down: the advanced energy gun kit, energy crossbow kit, suppressor, desynchronizer, illegal module and surveillance upgrade. Plain gear stays open. Exosuit Firearms costs a tier less. Designs with no gun or use are dropped.
…h 9mm guns Vex's insurance stays unspent when its recall can't happen. Worn credit chit follows its earpiece's network. Printed brain implants stun for about 5 seconds on an EMP instead of 20. Mindshield costs no neural load. Found deathrattle implants report the wearer's crew. Exosuit ablative insulation halves EMP burn. Wick only pays for control units with a core. The chameleon suit's armor covers the chest. Spider gift loans give plain jackboots. Mechaton's two base belts are toolbelts. Records exploit payload runs in round metrics.
Nanite remotes send their signals. Photon bolts leave their fire trail. The luxury paywall laser links its pin and fires. HEAP and weak rockets honour the gib flag. A burning syndicate bomb core doesn't detonate. Lazarus waits for crit, and the reviver charges nothing for healing a sleeper out of crit. Plasmaman EVA suit refills restore all charges. Baton clumsy checks return a result. AI upgrade disks no longer get used up for nothing. The Understudy knife leaves no fingerprints, and Fixer's Fingers and Second Shadow describe what they do.
Combat knives, shortswords, fire axes, officer's sabres and cleric maces join the green weapon group. Claymores, cutlasses, the bloodletter, grey-king blade, veal and honk renders and the toolbox join yellow, with boarding axes, old cutlasses and rusted claymores filling it out. The metal bat stays 1 in 6. The Thompson moves from the yellow lists to the red ones, and peddlers follow all of this. The armory's tactical vest and riot suit swap loot tiers.
…stock green shelves Raises reputation on the metal bat (11), Quartermain's vest, riot shield, flashbang, frag and security belt, the Fitting Bay's bluespace storage and night visor, night vision goggles, the .310 clip, the weighted net, the six strongest exploit cartridges and the MOD bench's top plating rungs. Lowers it on Atlas, Rigger, Gorilla Arms, the cutlass, the riot suit and several MOD modules. Cuts overpriced lines. Waystation Halcyon now stocks basic armor, medicine, gloves, magboots, street chrome and plain blades. Strong-Arm implants and stingbangs move from cargo to reputation 4 shelves at the same price. Arm weapons restock slowly.
They work now, and can set off or wipe a program from across a room. They get their own node after Basic Nanite Programming.
Removes the exceptions the gates settled. Rates working nanite remotes, the crew pinpointer and the deathrattle implant. Counts items made by use as a checked route, and shows slow restocks and fitting bench gates in the catalog.
They're the cheap answer to a flash, and no shop carried them.
The override meant to skip the upstream scope check walked back into it, so every shot was refused. Opening a reality tear also plays its sound now instead of hitting a runtime.
Limbs count for three quarters of their damage, bought caches are stocked over the counter so their contents can't sell back, and a medium job pays 2 reputation.
…as active The same prices as before, set the way the market expects them. Mission caps only count running work, so the test's Drug Run has to be running.
The research gate covers 45 nodes, contract packages reserve for the crew that took them, new outposts post their own jobs, ship deliveries are back and ask for field goods, and a type's loot list has to be read from an instance.
Ghosts are neutral by default, so moving derelicts onto zone scaling left them at base health. Haunted stations now count them as hostiles, which puts a red station's ghosts back at 72 health.
An empty-hands check that could never pass, a buyer standing on the crate they were opening, a crewed hull joining a crew, a test outpost listed in the trader catalog, and a shipyard order waiting on a prompt nobody could answer.
The antag gear and snow gear tables hold stacks with an amount set on them, which aren't plain paths. The floor loot check errored on them, so those rolls gave nothing.
Add a gear catalog, tier ratings and a pull request check for gear
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This is very much in progress and many of the things in the description will be changed and adjusted.
A full balance pass on money, gear, research, missions and NPCs, built around the 6-hour round. Strong crews no longer have top-tier gear within the first hour or two. Instead, gear comes in steps you earn by working your way out from the green zone, and the dangerous zones pay better. Green-zone crews can still get every kind of resource.
Goals
Round length
Money and trade
Research
Ore and mining
Anomalies
Weapons and gear
Missions and bounties
Zones and reputation
Survival, cyberware and nanites
NPCs
Fixes
Upstream tg files touched (all marked VOIDCREW EDIT)
code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm,code/controllers/subsystem/market.dm,code/controllers/subsystem/stock_market.dm,code/datums/components/crafting/crafting.dm,code/datums/components/spawner.dm,code/datums/mapgen/CaveGenerator.dm,code/game/machinery/computer/crew.dm,code/game/machinery/computer/orders/order_computer/order_computer.dm,code/game/machinery/syndicatebomb.dm,code/game/objects/effects/spawners/random/random.dm,code/game/objects/items/defib.dm,code/game/objects/items/melee/baton.dm,code/game/objects/items/robot/ai_upgrades.dm,code/game/objects/structures/lavaland/ore_vent.dm,code/game/turfs/closed/minerals.dm,code/modules/admin/team_panel.dm,code/modules/admin/topic.dm,code/modules/admin/verbs/debug.dm,code/modules/admin/verbs/secrets.dm,code/modules/cargo/exports.dm,code/modules/cargo/markets/market_item.dm,code/modules/cargo/materials_market.dm,code/modules/clothing/chameleon/generic_chameleon_clothing.dm,code/modules/clothing/spacesuits/plasmamen.dm,code/modules/events/shuttle_loan/shuttle_loan_datum.dm,code/modules/jobs/job_types/chaplain/chaplain.dm,code/modules/mining/equipment/monster_organs/regenerative_core.dm,code/modules/mining/machine_redemption.dm,code/modules/mob/living/basic/icemoon/ice_demon/ice_demon.dm,code/modules/mob/living/basic/lavaland/hivelord/hivelord.dm,code/modules/mob/living/basic/lavaland/hivelord/spawn_hivelord_brood.dm,code/modules/mob/living/basic/lavaland/legion/legion_brood.dm,code/modules/mob/living/basic/lavaland/legion/legion_tumour.dm,code/modules/mob/living/basic/lavaland/legion/spawn_legions.dm,code/modules/mob/living/living.dm,code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm,code/modules/power/singularity/reality_tear.dm,code/modules/power/supermatter/supermatter_extra_effects.dm,code/modules/projectiles/guns/energy/beam_rifle.dm,code/modules/projectiles/pins.dm,code/modules/projectiles/projectile/energy/photon.dm,code/modules/projectiles/projectile/special/rocket.dm,code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm,code/modules/research/techweb/_techweb.dm,code/modules/shuttle/mobile_port/variants/supply.dm,code/modules/spells/spell_types/conjure/_conjure.dm,code/modules/surgery/organs/internal/cyberimp/augments_chest.dm,code/modules/surgery/organs/internal/cyberimp/augments_internal.dm,code/modules/surgery/revival.dm,code/modules/vehicles/mecha/mecha_defense.dm,tgui/packages/tgui/interfaces/DestructiveAnalyzer.tsxcode/datums/components/crafting/crafting.dmonly loses its old blueprint edit.Changelog
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balance: Money, research, missions and gear are paced across the 6-hour round. Dangerous zones pay more, and green keeps every resource.
balance: The mining console bill is 500 credits for 2,000 points, materials market prices are lower and booms are smaller.
balance: Traders charge less for everyday supplies, outpost fees are lower, and cargo no longer pays for the gas in canisters.
balance: The survey console pays research only, and survey scanners wear out a site.
balance: Ore is spread by zone, spent asteroid fields move elsewhere in their zone, and ore vents run dry.
balance: Melee weapons and guns found, bought or looted are tiered by zone.
balance: Military and explosive ammunition, some gun kits, some ship combat research and a few trader weapons need crew reputation.
balance: Strong chrome, grenades and combat pens at the Undertow need crew reputation.
balance: Exosuits, night vision, combat implants, riot gear, advanced shuttle fabrication and other strong research need crew reputation, and strong designs moved out of open research.
balance: Trader gates and prices follow gear strength, Waystation Halcyon stocks basic gear, and arm weapons restock slowly.
balance: Melee loot groups follow weapon strength, and the Thompson is now a red gun.
balance: Mission pay climbs with zone danger, the rarest prizes come only from dangerous guarded jobs, and pirate bounties pay less.
balance: NPCs in dangerous zones are tougher instead of more numerous.
balance: Cyberware capacity counts everything installed, including nanite programs, and nanite armor costs nanites per hit.
add: Crews earn one reputation number from every job, which opens better contracts, trader stock and research. The boards show it, and it stays with the crew when its ship is lost.
add: Peddlers carry one gun or melee weapon from their planet's zone.
add: A crew can run more than one ship, and each player belongs to one crew at a time. Only the crew's leader adds ships.
add: Trader outposts have guarded weapons checkpoints with gun lockers and personal weapons permits. Armed trespassers are treated as hostile.
add: Rounds end with a fleet jump six real hours in, with a countdown and red alerts before the jump.
balance: Vex and the clinic only buy legion cores and monster glands that are still fresh or stabilized.
balance: Traders and cargo won't buy back goods bought from traders, order consoles or the black market.
balance: Market materials have a minimum buy price, and the clinic only buys natural organs.
del: Gun schematics, receiver printing, the schematic imprinter and the cargo security catalog are gone.
del: Trader favor and its discounts are gone.
del: High-end MODsuits and the strongest melee weapons no longer sit in ruins or on hulls.
fix: The reviver implant no longer loops revives into critical condition, and the nanite defibrillator follows defibrillator rules.
fix: Cargo loans pay their bonus once, and kill contracts can't be farmed by leaving and coming back.
fix: The voltaic cyberheart, the Monitoring, spreading and Sting nanite programs, and several cyberware shutdown gaps work again.
fix: The first chaplain gets a null rod, and missing sabres and surgery kits spawn on their ships.
fix: The destructive analyzer links on a multitool click and its window opens without a server.
fix: Nanite remotes, the photon cannon's fire trail, the luxury laser, HEAP and low-yield rockets, plasmaman suit refills and AI upgrade disks work.
fix: Lazarus waits for crit, the reviver heals sleepers for free, and Vex's insurance isn't spent on a failed recall.
fix: Ablative insulation, deathrattle implants, the worn credit chit and the chameleon suit's armor do what they say, and brain implants stun for less on an EMP.
/:cl: