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[pull] master from cmss13-devs:master #858

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merged 13 commits into from
Jan 23, 2024
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realforest2001 and others added 13 commits January 22, 2024 11:35
# About the pull request
In theory, this should now make whitelists entirely controllable by
their senators/the overseer(s) without direct management input.
Major thanks to HarryOB for the major base of this code, all I did is
make the UI and some code.
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: Added Whitelist Panel for whitelist senators to manage their own
whitelists.
refactor: Whitelist.txt is no longer functional, owing to the new
system.
del: Removed "Alien Whitelist" checks regarding base SS13 races.
/:cl:

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: harryob <me@harryob.live>
# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

3 layers of fixes for a pretty bad bug with playing cards you might have
seen recently.


# Changelog
:cl:
fix: Fixed an exploit involving playing cards.
/:cl:
# About the pull request

This PR messes with a fair bit of the Bigred colony and north caves,
adding new doors, flanks, routes and areas of play for both sides as
well as removing 1 LZ1 comms placement and moving one LZ2 placement
making both LZs have 3 possible comms spots instead of the current 4, 3

# Explain why it's good for the game

I guess I'll just go down the list

Northcaves: Opening up north caves to the colony allows a lot more
movement between the colony and the northern section of the map which
should help the section of the colony east of security see a bit more
play

Medbay morgue: I think removing the Medbay morgue and replacing it with
a northeastern entrance into the hospital allows both Xenos and Marines
to make more interesting plays like for example marines pushing out of
NE hospital into dorms to flank Xenos attacking from Bar Road

Dorms bathroom: Was mostly just wanting to open this up and kill the
1x1s in there should be nicer to play around now with the double doors

south general store entrance to the west admin street: Wanted to add
this little door to allow marines to cut into admin easier from LZ2
since I've moved the general store tower into admin

LZ2: While working on this I offhandedly heard someone complaining about
how narrow and hard to navigate bigreds LZ2 is and I agreed. So I've
opened up the area to give marines more breathing room

Water Towers north of Filt: That place had some bad 1x1s so I've opened
it up a lot.

North Libary flank: Lambda is a pretty hard place to push into so I
wanted to add a new route for marines and Xenos alike to try and use to
flank the opposing faction. To add this route I did have to change the
EVA section of the map but for the most part, I was getting rid of a
bunch of 1x1s.


there are some other small changes around the map. Mapdiffbot should
pick those up but for the most part, I was adding windows, removing
1x1s, and making some doors double doors instead of singles

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: SpartanBobby
maptweak: A bunch of edits to big red and big red nightmares for the
following areas, Northcaves, Medical Morgue, maint between cargo and
general store, LZ2, North Libary, EVA, dorms bathroom
/:cl:
# About the pull request

Workin Joey re-added to maint bar, it wasnt added when it was remapped.

# Explain why it's good for the game

Fixing an oversight of a prop being missing in the bar

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
maptweak: Workin Joey has returned to the Maintenance Bar
/:cl:
# About the pull request

Bone glue is limited, with 5% glue used per repair
Repairing bones with a screwdriver costs 2 metal sheets per repair
Adds a machine to the USS Almayer that allows you to refill bone glue

# Explain why it's good for the game

By limiting bone glue, you will limit the amount of surgery that happens
groundside without sacrificing other resources that have important use,
or by having additional supplies delivered.
If there is a limit to how much surgery can be done, it will force the
groundside surgeon to prioritize and consider the severity of the
injuries, instead of fully repairing every bone.
This will increase the consequences from getting injured and having
broken bones, by requiring you to either work with the downside via
splints, or to return shipside.
There should be no changes to shipside surgery, as the machine should be
close enough to replenish without having any problems.

# Changelog

:cl:
balance: Repairing bones with bone glue costs a portion of the bone
glue's resources
balance: Repairing bones with a screwdriver costs metal
del: Removed bone glue from the medilathe
spellcheck: New description for bone glue
/:cl:
# About the pull request


Reduces the burst scatter multiplier on the M39 by 43%, from 7 to 4.

# Explain why it's good for the game

The weapon fails to shoot straight in burst mode even in its effective
range. Automatic fire, which originally the M39 was touted as being good
at when it was first being rolled out, is only slightly better than
burst due to the fact the scatter ramps up. Neither modes are of any use
in comparison to single fire, which is accurate at any range, including
up to seven tiles. Even a M39 outfitted with the best scatter reducing
attachments misses more shots than it has any right to.

In comparison, the MK2 rifle does not miss a single bullet in burst mode
even at the edge of the screen, without a single attachment. A
comparison video between the current firemodes and the tweaked ones are
located in the testing section.

I personally think this is stupid and condemns the other two firemodes
to never getting used. A 43% reduction from 7 to 4 is a lot, but this
weapon could use some love beyond messing with damage or falloff (which
I think are currently fine). With the current tweak, you still have to
get really close to get use out of the firemodes if you have no
attachments. However, applying a reflex sight or a vertical grip greatly
enhances the use of the burst and auto mode, which is the way it should
be:

As as side-note, this is the same tier the M39 had during its legendary
BFG phase. However, since then we've lost the ability to attach the BFA
to the M39, marines have completely lost access to the barrel charger
and the M39 had its burst count lowered. Such a thing happening again
shouldn't be a worry (hopefully).



# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Old value:


https://github.com/cmss13-devs/cmss13/assets/17518895/9b76f9fa-d5a3-4110-9c4a-74c8dd77d412

New value:


https://github.com/cmss13-devs/cmss13/assets/17518895/97ce0f8c-2b18-4475-924c-0f46485199f3



</details>


# Changelog
:cl:
balance: M39 burst scatter multiplier reduced from 7 to 4.
/:cl:
@pull pull bot added the ⤵️ pull label Jan 23, 2024
@pull pull bot merged commit 1ff8920 into Nanu308:master Jan 23, 2024
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8 participants