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@JamieD1
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@JamieD1 JamieD1 commented Jun 2, 2022

Batons are now upgradeable, you can now upgrade batons with a module which is printable via research to make them 1 hit Stun.(Advanced Weapon Research)
They now come with firing pins also which can be swapped out to lock them to sec only.

This is my compromise after weeks of discussions with council, players, staff and developers. If you can think of a better one feel free to give me it, but I am honestly fed up with having to think about batons.

Just to add this is an OR upgrade, they can be 1 hit or Mind shielded apparently now.

Closes: #14061
Merges: #14322
🆑
rscadd: Batons are now upgradable to be 1 hit stun and can also be equipped with mindshield firing pins
/:cl:

@Yogbot-13 Yogbot-13 added the Feature This adds new content to the game label Jun 2, 2022
@ToasterBiome
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where charge batong

@ynot01
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ynot01 commented Jun 2, 2022

one click win is a cancer upon this codebase

@Hopekz
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Hopekz commented Jun 2, 2022

Never even thought about sec firing pins for batons. Interesting

@ShadowDeath6
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Is there a way to just have it stun like it used to without shitting out stamina damage?

@JamieD1
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JamieD1 commented Jun 2, 2022

Is there a way to just have it stun like it used to without shitting out stamina damage?

Can do if that is a valid concern

@ShadowDeath6
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I haven't played in a bit so I'm not sure if stamina damage's movespeed penalty has been changed, but I'd prefer to not move at a crawl if sec doesn't manage to cuff me by the time the stun ends.

@JamieD1 JamieD1 added the Awaiting - Vote - Council Awaiting the results of a council vote label Jun 2, 2022
@stwordcitizen
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overpowered

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make it not apply to the crafted stunprod

@Hopekz
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Hopekz commented Jun 2, 2022

overpowered

How so?

@SomeguyManperson
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no

@maxion12345
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why the fuck would I use a mindshield baton, i just carry my trusty booby-trapped Decoy Baton to blow up anyone who tries to attack me lmao

@Hopekz
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Hopekz commented Jun 3, 2022

why the fuck would I use a mindshield baton, i just carry my trusty booby-trapped Decoy Baton to blow up anyone who tries to attack me lmao

Nice very specific anecdotal example that doesn't apply to most players

@Marmio64
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Marmio64 commented Jun 3, 2022

what about instead of upgrading a normal sized item into a one click win button you can instead make a new baton item from the fabricator (edit: or just make it an upgrade which does the same to an existing baton, just have to make sure the upgrade itself is also bulky) which is bulky (still fits in sec belts though) but has the instant stun capability. Could possibly alleviate frustration when antags get them and hide them in bags so you have no indication of whether or not they can instantly end you.

@ghost
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ghost commented Jun 3, 2022

Lets do some math:

For example, changeling armblade(because changelings are recognised as strong antagonists so yeah:
How many attacks to win - 4
Seeing it makes all people validhunt and try to kill you - Yes
Needs more attacks to win if target is armored - Yes
Can be upgraded to allow it win in one hit - No

Funny stunbatton:
How many attacks to win - 2
Seeing it makes all people validhunt and try to kill you - Mostly no
Needs more attack to win if the target is armored - No, you litteraly can win a deathsquad officer by hitting them two times with a baton, and even his OP armor can't do anything about it
Can be upgraded to allow it win in one hit - with this PR - yes

Balance

When returning tasers back to the game?

@Marmio64
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Marmio64 commented Jun 3, 2022

Lets do some math:

For example, changeling armblade(because changelings are recognised as strong antagonists so yeah: How many attacks to win - 4 Seeing it makes all people validhunt and try to kill you - Yes Needs more attacks to win if target is armored - Yes Can be upgraded to allow it win in one hit - No

Funny stunbatton: How many attacks to win - 2 Seeing it makes all people validhunt and try to kill you - Mostly no Needs more attack to win if the target is armored - No, you litteraly can win a deathsquad officer by hitting them two times with a baton, and even his OP armor can't do anything about it Can be upgraded to allow it win in one hit - with this PR - yes

Balance

When returning tasers back to the game?

partly wrong and unfair assessment/analogy here.
1: Changelings are recognized as a strong antagonist, not their armblade ability, which is actually sometimes considered a noobtrap BECAUSE of it outing you as a ling.
2: stunbaton stam damage is reduced by energy armor. Though energy armor is often really low, deathsquad armor does halve it, which means it does take 3 stunbaton hits to down them.
3: stunbatons have a 1.2 second cooldown between stuns. Melee cooldown is 0.8 seconds. Theoretically, in the time it takes for you to baton someone twice they can melee you three times.
4: stunbatons need to be earned after killing an officer, unlike say an armblade, which you can right off the bat get as a ling. Sec officers also dont have the element of surprise most of the time, so they should have stronger gear to compensate.
edit: a fifth but rather small point. Batons need charge and have to be turned on before use unless you want to waste that charge.

not necessarily saying i agree with the PR or that batons are balanced but just pointing out some things.

@ghost
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ghost commented Jun 3, 2022

Lets do some math:

For example, changeling armblade(because changelings are recognised as strong antagonists so yeah: How many attacks to win - 4 Seeing it makes all people validhunt and try to kill you - Yes Needs more attacks to win if target is armored - Yes Can be upgraded to allow it win in one hit - No

Funny stunbatton: How many attacks to win - 2 Seeing it makes all people validhunt and try to kill you - Mostly no Needs more attack to win if the target is armored - No, you litteraly can win a deathsquad officer by hitting them two times with a baton, and even his OP armor can't do anything about it Can be upgraded to allow it win in one hit - with this PR - yes

Balance

When returning tasers back to the game?

partly wrong and unfair assessment/analogy here.
1: Changelings are recognized as a strong antagonist, not their armblade ability, which is actually sometimes considered a noobtrap BECAUSE of it outing you as a ling.
2: stunbaton stam damage is reduced by energy armor. Though energy armor is often really low, deathsquad armor does halve it, which means it does take 3 stunbaton hits to down them.
3: stunbatons have a 1.2 second cooldown between stuns. Melee cooldown is 0.8 seconds. Theoretically, in the time it takes for you to baton someone twice they can melee you three times.
4: stunbatons need to be earned after killing an officer, unlike say an armblade, which you can right off the bat get as a ling. Sec officers also dont have the element of surprise most of the time, so they should have stronger gear to compensate.
edit: a fifth but rather small point. Batons need charge and have to be turned on before use unless you want to waste that charge.

not necessarily saying i agree with the PR or that batons are balanced but just pointing out some things.

This PR still sucks, it kills almost all stealth, non murderbone antagonists. Have fun waiting many rounds to roll an antagonist, and then getting your round ruined by a one lucky click of a stunbatton.

@SomeguyManperson
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one hit batons are always stupid and cannot be less stupid. Antags will use them instead of antag specific gear because they are more reliable and prevent people from finding out exactly what their other antag gear is, sec will always use them because it's brainless to just run at people and hit them once with no counterplay outside "dont get hit lmao", and it gives anyone who has one this stupid "i can take 5 guys at once" mentality where they WILL run into stupid fights because there is a small chance they can click on people faster than they get clicked on (especially if nobody else present has an instant win button)

Also doubled charge cost isn't anywhere near enough of a penalty to make it not worth taking every time it's available over literally anything else

@Hopekz
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Hopekz commented Jun 3, 2022

just have to make sure the upgrade itself is also bulky) which is bulky (still fits in sec belts though)

I don't get this reasoning tbh.

If an item is "bulky" but has a convenient and common way to store it that everyone using it has (a security belt) then it is effectively not bulky because nothing has changed.

Unless you're trying to make it so antags can't put the stun batons in their bag unless they take a security belt? (not sure if belts can be hidden in backpacks or if it was finally fixed)

@ghost
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ghost commented Jun 3, 2022

I suggest to make batons instanly dust people with antag datums, assistants and clowns

@maxion12345
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one hit batons return
security gets credits from harmbaton

Oh yeah, it's all coming together...

@Marmio64
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Marmio64 commented Jun 4, 2022

just have to make sure the upgrade itself is also bulky) which is bulky (still fits in sec belts though)

I don't get this reasoning tbh.

If an item is "bulky" but has a convenient and common way to store it that everyone using it has (a security belt) then it is effectively not bulky because nothing has changed.

Unless you're trying to make it so antags can't put the stun batons in their bag unless they take a security belt? (not sure if belts can be hidden in backpacks or if it was finally fixed)

i stated my reasoning in the same comment. " Could possibly alleviate frustration when antags get them and hide them in bags so you have no indication of whether or not they can instantly end you."
Though I did forget that sec belts are the one belts that aren't bulky so it is null. Though I suppose you could try to solve it by making it so the baton has to be equipped in the armor slot so it's guaranteed people will know if someone can one-shot them or not.

@AnCopper
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AnCopper commented Jun 4, 2022

Why... why don't you people just use stamina batons?

@JamieD1
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JamieD1 commented Jun 4, 2022

Why... why don't you people just use stamina batons?

Hi, you obviously are not from around here.

@Hopekz
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Hopekz commented Jun 4, 2022

Why... why don't you people just use stamina batons?

Hi, you obviously are not from around here.

He does have a point though.
Like what's stopping us from just not changing anything.

What are the actual problems that need fixing that had you "discuss for weeks" about?

@ghost
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ghost commented Jun 5, 2022

Not changing anything is better then removing all the fun from playing as an antagonist by making funny batons(that are already the strongest weapon in the game after tasers and pulse rifles) be an insta win item

@Mqiib
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Mqiib commented Jun 5, 2022

Batons don't need to be buffed. They also don't need to be nerfed. As they are they're a perfectly useful tool to take people down when combined with other security gear. You can't solo a group of people with a single baton like you used to, which is a GOOD CHANGE. if you buff it to be a one-shot it doesn't matter how many hoops you make people jump through to get the upgrade, they'll do it and then shit on any and every antag around the moment they can get within melee range.

Lets do some math. If someone runs at you dual-wielding energy swords, they need to hit you four times to take you down. With a 75% block chance from DUAL WIELDING LIGHTSABERS they will now have a whopping 42% chance (0.75^3, three blocks in a row) to win that fight even if they get the first hit in, all else held equal. That is, a trained agent dual wielding fucking lightsabers and swinging them wildly at some brainless security officer with an electric stick has higher odds of LOSING the fight than winning. This chance drops to 31% (0.75^4, four blocks in a row) if the officer gets the drop on you, or 0% if you don't have your swords already out and ready when the officer runs in to hit you with their funny win stick. If you get whacked while still typing, you also immediately lose. It's dumb as hell and not even remotely resembling fun and interactive gameplay.

@Marmio64
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Marmio64 commented Jun 5, 2022

honestly would like to see the mindshield 'firing' pin for stunbaton, might slightly discourage antags from always just finding a loot pinata to kill instead of actually using their own gear. Would like to see this atomized so we could try the firing pin without the 1 hit stun upgrade.

@maxion12345
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half want this merged so I can go on a validhunt streak with them

anyways hopek has a point, what's the issues with our current batong that would necessitate this change? I've had no issues clicking people twice to stun (or once if using instant win cylinders) so maybe just uhhhhh git gud?

@ghost
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ghost commented Jun 5, 2022

Batons don't need to be buffed. They also don't need to be nerfed. As they are they're a perfectly useful tool to take people down when combined with other security gear. You can't solo a group of people with a single baton like you used to, which is a GOOD CHANGE. if you buff it to be a one-shot it doesn't matter how many hoops you make people jump through to get the upgrade, they'll do it and then shit on any and every antag around the moment they can get within melee range.

It actually needs to be nerfed. Yes, at this moment you can't run with them to a horde of people and win them. But you can run into a single guy and win him with two hits. But most common antags such as traitors, heretics, bloodbrothersare sole guys, so they will be get hardly fucked in most of cases.

@Hopekz
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Hopekz commented Jun 5, 2022

Yes, at this moment you can't run with them to a horde of people and win them. But you can run into a single guy and win him with two hits. But most common antags such as traitors, heretics, bloodbrothersare sole guys, so they will be get hardly fucked in most of cases.

That's the point. The antags you listed are supposed to fear sec vs having a balanced fight with them.

Otherwise what's the point of having sec in the game if they're only temporary roadblocks until you get good enough to 1v1 them every time. Sec is designed to win these 1v1 fights to encourage antags not fighting sec 1v1

If you could win 1v1 in those situations it wouldn't even matter if sec existed in the area you'd just do your objective in front of a sec officer then kill the sec officer in a 1v1, effectively making them pointless in the first place.

@ghost
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ghost commented Jun 6, 2022

That's the point. The antags you listed are supposed to fear sec vs having a balanced fight with them.

Otherwise what's the point of having sec in the game if they're only temporary roadblocks until you get good enough to 1v1 them every time. Sec is designed to win these 1v1 fights to encourage antags not fighting sec 1v1

If you could win 1v1 in those situations it wouldn't even matter if sec existed in the area you'd just do your objective in front of a sec officer then kill the sec officer in a 1v1, effectively making them pointless in the first place.

As an antagonist you are almost 1 vs everyone on the station, and sec mostly isn't getting in 1 vs 1 fights, and just swarms you with a group of funny armored guys that two-shot you with their battons. Because of this, making security that is supported by almost all the station, is containing many people that work in groups win 1 vs 1 fights is a questionable idea.

@stwordcitizen
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overpowered

How so?
stamina batons were fine, only people who were complaining about them were oldheads who needed their one hit uncounterable crutch baton. When this gets merged we'll be going right back to pre 2021 yogstation where the meta is to just steal a baton from the sec locker room and kill everyone with a one hit baton.

@JamieD1
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JamieD1 commented Jun 7, 2022

Some of these takes are awful, some actually have merit.

@Hopekz
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Hopekz commented Jun 7, 2022

Some of these takes are awful, some actually have merit.

You don't even have a take.

Your take is "I spent weeks discussing this with __"

What is the problem that caused this PR to exist?
How does this PR fix whatever problem it is trying to address?

@JamieD1
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JamieD1 commented Jun 21, 2022

@JamieD1 JamieD1 merged commit 81b1008 into master Jun 21, 2022
@JamieD1 JamieD1 deleted the BatonsV2 branch June 21, 2022 17:21
Yogbot-13 added a commit that referenced this pull request Jun 21, 2022
Bibby0110 added a commit that referenced this pull request Jun 28, 2022
…gly airlocks (by adding indestructible walls) (#14635)

* iaa dust implant (#14402)

* Automatic changelog generation #14402 [ci skip]

* yes plz (#14403)

* Update crawl.dm (#14408)

* Automatic changelog generation #14408 [ci skip]

* who could have guessed that you shouldn't check for empty AFTER IT'S USED (#14409)

* Automatic changelog generation #14409 [ci skip]

* glowshroom cancer (#14410)

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* Update spellbook.dm (#14394)

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* "This area feels nice" (#14401)

* Automatic changelog generation #14401 [ci skip]

* Adds a user warning when someone tries to fry a brain with a deepfryer. (#14416)

* Adds a warning

* punctuations exist apparently

* Update code/modules/food_and_drinks/kitchen_machinery/deep_fryer.dm

* Update code/modules/food_and_drinks/kitchen_machinery/deep_fryer.dm

Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>

* Automatic changelog generation #14416 [ci skip]

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* does sa thing that makes probably the miner gpses spawn with numbersand not spawn on lavaland corpses (#14435)

* does sa thing that makes probably the miner gpses spawn with numbers and not spawn on lavaland corpses

* Update shaft_miner.dm

* Update shaft_miner.dm

* no more double mining medic gps

* Automatic changelog generation #14435 [ci skip]

* Automatic changelog compile [ci skip]

* Adds a new 3x3 vendor-accident themed maint ruin & patches station.dm missing spaces (#14406)

* Adds a new 3x3 maint ruin

Adds a new 3x3 maint ruin consisting of 4 vendors, some minor loot, and deco.

* renamed ruin

Renamed ruin for clarity

* add new maint ruin to station.dm

fixes maint ruin not being listed, because I didn't know

* update entire stations.dm file

who forgot the spaces lmao

* update station.dm to include author credit for new ruin

* corrected author credit

changed to ckey from github username

* update map file

* update map file again

why did it not save the credit chip change???

* added light to left side of ruin

* Automatic changelog generation #14406 [ci skip]

* window fix (#14445)

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* Adds root beer to the game (I FUCKING LOVE MUG!!!!!!!!) (#14439)

* GIVE ME MY ROOT BEER!!!!!

* fix

* Automatic changelog generation #14439 [ci skip]

* no more leftover assets (#14430)

* Automatic changelog generation #14430 [ci skip]

* Stops Admin Lagging the Game (#14426)

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* fixes bad capitalizeations (#14489)

* Automatic changelog generation #14489 [ci skip]

* rubber shot better? (#14438)

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* Ports "Give mood buff for defibbing someone" (#14423)

* Update computer.dm

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* Update generic_positive_events.dm

* Update defib.dm

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* z (#14478)

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* Updates tech web layout for AI techs (#14482)

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* Update ai.dm (#14483)

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* Bluespace Locker Nerf Proposal [2 of 2] (#14288)

* bluespace locker Teleport

* dont del locker

* pick new locker

* Automatic changelog generation #14288 [ci skip]

* Ports TG's stomach pumping surgery. A way to remove the 400u misc narcotics from someone who's dead (#14348)

* i hate vomit code

* toxic

* Theos approved code

Co-authored-by: Theos <theubernyan@gmail.com>

* Anvil words

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* anvil code

Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com>

Co-authored-by: Theos <theubernyan@gmail.com>
Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com>

* Automatic changelog generation #14348 [ci skip]

* Basalt Katana fauna damage buff and new mechanic: A Dodge roll (#14405)

* LOOK AT THE MOVES

* Literal phone edit

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* Foolproofs vending machine being spawned tipped by mappers (#14415)

* Allows mappers to spawn tilted vending machines

* Foolproofs tipped vending machine spawn

* Update _vending.dm

* whoops, unneeded

* meant to do this

* Why did I create this variable

* No longer drunk so am able to see why I needed it

* makes some of the recent megafauna drops less shit (#14455)

* this is everything i think idk it's 330am

* polishes some things for now therell probably be more later

* Update miscellaneous.dm

* fuck it critical heal

* you're able to the body entirely

* Automatic changelog generation #14455 [ci skip]

* Fixes pacifism touch cooldown (#14417)

* Update touch_attacks.dm

* Update touch_attacks.dm

* Update touch_attacks.dm

* Automatic changelog generation #14417 [ci skip]

* you can now shoot over people who are near you if they are resting (#14461)

* you can now shoot over people who are near you

* Update projectile.dm

* Update projectile.dm

* Automatic changelog generation #14461 [ci skip]

* Adds New 10x10 Maintenance Fishing Ruin (#14465)

* Create 10x10_fishinghole

A fishing ruin! set up with a partial kitchen, vendors, and some goodies for mainteneers to find.

* adds new ruin to station.dmm

* add railings around the fishing pond

* Automatic changelog generation #14465 [ci skip]

* gangrel transform fix (#14412)

makes transform work properly and actually be useful

* Automatic changelog generation #14412 [ci skip]

* Slight arrow tweaks (#14431)

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* Secbelt + shotgun shell boxes rework, shoulder holster and bandolier buff (#14433)

* inb4 webbing meta

* bandolier buff + shell box time

* oops beanbags were missing

* may the lord and savior save me pretty please

* hos now spawns with belt

* re-adds baton/cuffs/flash to locker

* Automatic changelog generation #14433 [ci skip]

* Adds stored research and makes toxins bombs apply it instead of directly producing points (#14442)

* h boy this is going to b efun

* Update research.dm

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* Update research.dm

* nearly caused an incident

* Automatic changelog generation #14442 [ci skip]

* Makes fishing loot make sense + fishing icon fix + collapsible rod (#14448)

* hmm yes

* fixes

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* WT Tweak/Buff (#14440)

* gun go pew pew = fun

* 22 is symmetrical

* Update code/modules/projectiles/guns/ballistic/automatic.dm

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* Automatic changelog generation #14440 [ci skip]

* admin v admin tickets (#14459)

* Preternis.... buff?? Preternis eyes no longer delete themselves in non-Preternis and instead take damage (lose power) and recharge (heal) in Preternis (#14462)

* mmmmmmm eye

* comments and capitals

* examine text and space

* Automatic changelog generation #14462 [ci skip]

* Ports "Podpeople inherit their blood chemical from the most abundant chemical trait in their seeds" (#14425)

* Update computer.dm

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* Update podpeople.dm

* Update computer.dm

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* Update replicapod.dm

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* pain (#14458)

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* remove one space (#14472)

I think it might fix everything, if it does then holy shit I want HC

* Automatic changelog generation #14472 [ci skip]

* Ports holosigns from bay (#14479)

* prot

old baycode is pain

* mapping

* forgot to push this

* Automatic changelog generation #14479 [ci skip]

* frenzy now provides reduced damage slowdown since it also provides a constant source of damage (#14480)

* Automatic changelog generation #14480 [ci skip]

* Update ai_data_core.dm (#14504)

* Automatic changelog generation #14504 [ci skip]

* Adds new Chemical Analyzer implant (Science Goggle implant) (#14488)

* Update augments_eyes.dm

* coding is happening...

* Makes sci implant work

* rename implant to reflect lack of research value scanner

* Automatic changelog generation #14488 [ci skip]

* Automatic changelog compile [ci skip]

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* Kilo roboticists get anesthesia (#14515)

* Automatic changelog generation #14515 [ci skip]

* Fixes improper secbelt/bandolier item storage (#14522)

* i love storage

* Update code/game/objects/items/storage/belt.dm

Co-authored-by: Theos <theubernyan@gmail.com>

Co-authored-by: Theos <theubernyan@gmail.com>

* Automatic changelog generation #14522 [ci skip]

* Update dependencies.sh

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* Automatic changelog compile [ci skip]

* Batons are now Upgradeable - 1 Hit Stun - Minshield Firing Pin (#14306)

* Batons V2

* Fuck off bibby

* e

* OR now

* fixes status

* e

* e

* Fixes batons not hitting people with implant check

* Apply suggestions from code review

Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>

* Automatic changelog generation #14306 [ci skip]

* Balances Stimulants (#14463)

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* Fixes Baton Upgrade

* nerf DU slugs, but make them cheaper (#14473)

* nerf DU slugs, but make them cheaper

2 less uranium sheets each, AP under 100 but still absurdly high, lower damage to go with them being slightly less expensive

* bump damage back up a little

* tweak values on cost and damage

* Update shotgun.dm

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* buffs the bulldog shotgun because it kind of stinks (#14475)

* Update shotgun.dm

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* makes space bats holdable (#14484)

* b

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* Chemical Dispensers now have a reason to upgrade manipulators (#14495)

* makes chem disp manip upg worth

* removes macro text for being useless

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* Adds Brain Damage Quirk (#14497)

* Life changing shuttle ride

* bump point value

* 2nd person

* Bumps value to -7 because uncurable trauma that could be ultra shitty

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* Update overmind.dm (#14501)

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* fixes health doll being on top of stop pulling button for simplemob (#14502)

* Update _defines.dm

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* Adds FTL Theme to Lobby Music (#14505)

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* Update ticker.dm

* Automatic changelog generation #14505 [ci skip]

* Fixes (#14507)

* Automatic changelog generation #14507 [ci skip]

* Rotate (#14510)

* Automatic changelog generation #14510 [ci skip]

* Adds the horror's host to check antags (#14511)

* Automatic changelog generation #14511 [ci skip]

* Update blazing_oil.dm (#14513)

blazing oil takes less extinguish damage

* Automatic changelog generation #14513 [ci skip]

* sabo borgs have emags now what (#14517)

* Update robot_modules.dm

* ,

* Automatic changelog generation #14517 [ci skip]

* Adds FTL Advanced Edition Soundtrack: Lanius (Battle) (ABANDONED SECTOR) (#14506)

* Adds FTL Advanced Edition Soundtrack: Lanius (Battle) (ABANDONED SECTOR)

* Update ticker.dm

* Automatic changelog generation #14506 [ci skip]

* Update items.dm (#14519)

* Automatic changelog generation #14519 [ci skip]

* Update ghost_role_spawners.dm (#14520)

* Automatic changelog generation #14520 [ci skip]

* z (#14494)

* Automatic changelog generation #14494 [ci skip]

* Saboteur/Medical Syndicate Borg Tweaks (#14521)

* stab stab stab

* oopsie doopsie

removes emag for now might adjust again when i get a better idea

* Automatic changelog generation #14521 [ci skip]

* Revert "sabo borgs have emags now what (#14517)" (#14546)

This reverts commit 6a2f14f.

* Makes WT mags not be invisible anymore (#14529)

* Automatic changelog generation #14529 [ci skip]

* Automatic changelog compile [ci skip]

* capitialism is no longer 1m+ long (#14532)

* Automatic changelog generation #14532 [ci skip]

* Automatic changelog compile [ci skip]

* theos (#14564)

* Automatic changelog generation #14564 [ci skip]

* Automatic changelog compile [ci skip]

* adds grounding rods to delta (#14557)

* Automatic changelog generation #14557 [ci skip]

* Automatic changelog compile [ci skip]

* fixes bloody knuckles not splashing when used by undead races and also marking the user with one of the abilities (#14575)

* whoops

* Update necropolis_chests.dm

* Automatic changelog generation #14575 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Fixes box engineering wires and signage and light (#14567)

* fix

* wires

* Automatic changelog generation #14567 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* print via RSF and also fixes designs (#14597)

* Automatic changelog generation #14597 [ci skip]

* fixes new ticket being created every time admin pm (#14596)

* SHARPENS YE PIRATE BLADE (#14538)

* AVAST YE SCURVY DOGS

* PLURALS THE WORD REFERENCING THE WEAK AND MEEK

Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>

* Update misc.dm

Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>

* Automatic changelog generation #14538 [ci skip]

* Ability to set beer code separate of real nuke (#14527)

* Automatic changelog generation #14527 [ci skip]

* Disabling Regal Rat till its fixed (#14437)

* Update mouse.dm

* fuck off

* Automatic changelog generation #14437 [ci skip]

* Nukies Minigun is now more... Minigun-like (#14446)

* BRRRRRRRRT

* Update code/modules/projectiles/guns/ballistic/minigun.dm

Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>

* Update code/modules/projectiles/guns/ballistic/minigun.dm

Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>

* Update code/modules/projectiles/guns/ballistic/minigun.dm

Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>

* Update code/modules/projectiles/guns/ballistic/minigun.dm

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* Update code/modules/projectiles/guns/ballistic/minigun.dm

Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>

* Update minigun.dm

* nerfs fun

* spread reduction

Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
Co-authored-by: Theos <theubernyan@gmail.com>

* Automatic changelog generation #14446 [ci skip]

* Adds winter coats for department heads (#14468)

* Adds winter coats for department heads

* Update miscellaneous.dm

* Update miscellaneous.dm

* inhand sprites

* AAAAAAAAAA

* merge conflicts gone at last

* Automatic changelog generation #14468 [ci skip]

* Ports "bigger mobs have some special health bars" from TG (#14492)

* Update computer.dm

* Update meat.dm

* Update objects.dm

* Update computer.dm

* Update meat.dm

* Update objects.dm

* Фыы

* Alah

* sus

* Automatic changelog generation #14492 [ci skip]

* Ports "Blobbernaut HUD improvements" (#14499)

* Update computer.dm

* Update meat.dm

* Update objects.dm

* Update computer.dm

* Update meat.dm

* Update objects.dm

* Blobberhud

* Ass

* Automatic changelog generation #14499 [ci skip]

* Ports "Swarmer HUD improvements" (#14500)

* Update computer.dm

* Update meat.dm

* Update objects.dm

* Update computer.dm

* Update meat.dm

* Update objects.dm

* swarmerhud

* Automatic changelog generation #14500 [ci skip]

* should stop resonator blasts from stacking during replication (#14526)

* Automatic changelog generation #14526 [ci skip]

* Update pen.dm (#14535)

* money (#14539)

* Automatic changelog generation #14539 [ci skip]

* Stunn't (#14540)

* Automatic changelog generation #14540 [ci skip]

* guh?? (#14543)

* Automatic changelog generation #14543 [ci skip]

* Rune Scimmy rework: Now with 100% more grinding and bonus loot (#14547)

* i think it's ready

* wording

* Automatic changelog generation #14547 [ci skip]

* Temperaraly reverts cryopod changes till I can find out whats wrong (#14548)

* temp revert

* Revert "temp revert"

This reverts commit fda027b.

* pain

* pain

* Automatic changelog generation #14548 [ci skip]

* Explody nanite changes (this wasn't my idea don't yell at me) (#14550)

* Cowbot-requested changes

* Update code/modules/research/nanites/nanite_programs/weapon.dm

Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>

* oops i forgot this

Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>

* Automatic changelog generation #14550 [ci skip]

* Adds stun immune and moves it lower (#14553)

* Automatic changelog generation #14553 [ci skip]

* fake death 3.5 to 4.5 UR (#14554)

* Automatic changelog generation #14554 [ci skip]

* Krav Maga Nerfs (#14541)

* Krav Maga Nerfs

* capital K

* Update code/datums/martial/krav_maga.dm

Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>

* Automatic changelog generation #14541 [ci skip]

* SMES Visual Update (#14509)

* Visual Update

* Lighten internal outlines

* Update power.dmi

* Automatic changelog generation #14509 [ci skip]

* Update uplink_items.dm (#14556)

* Automatic changelog generation #14556 [ci skip]

* mm bone sword... (#14561)

* Automatic changelog generation #14561 [ci skip]

* Adds new cargo loan event: PETA (#14562)

* PETA

* Vibe check

* Automatic changelog generation #14562 [ci skip]

* Two new ammo types for traitors/nukies(?) (#14563)

* most stuff except sprites

* Sprites for unique shell, non unique drums

* Automatic changelog generation #14563 [ci skip]

* adds ventriloquist dummy to autodrobe (#14565)

* Automatic changelog generation #14565 [ci skip]

* Update blood_magic.dm (#14566)

* Automatic changelog generation #14566 [ci skip]

* Shows all chemicals in the chem machine you could dispense if fully upgraded (just read the PR) (#14574)

* yes

* poop

* Update chem_dispenser.dm

* Automatic changelog generation #14574 [ci skip]

* Update utility_closets.dm (#14577)

* Automatic changelog generation #14577 [ci skip]

* adds a sound when cooking finishes (#14580)

* Automatic changelog generation #14580 [ci skip]

* The Golden Age of Piracy (#14583)

* Automatic changelog generation #14583 [ci skip]

* Update medical_designs.dm (#14586)

* Automatic changelog generation #14586 [ci skip]

* Surgical tweaks (#14589)

* a

* final touches

* makeshift tool surgery

* Automatic changelog generation #14589 [ci skip]

* Automatic changelog compile [ci skip]

* gives the advanced hardsuit full rad protection (#14592)

* Automatic changelog generation #14592 [ci skip]

* replaces ghostrole/vr dispensers with fullupgrade (#14593)

* Automatic changelog generation #14593 [ci skip]

* Blinking with bluespace crystals is 233% more unpleasant (#14579)

* Le Change

* Apply suggestions from code review

Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>

* Automatic changelog generation #14579 [ci skip]

* Shadowlings now cannot get mutations and nerfs speed (#14560)

* Nerf

* Makes Less Cringe

* Automatic changelog generation #14560 [ci skip]

* Automatic changelog compile [ci skip]

* Item_color removal and different mob handcuff sprites ports (#14395)

* spritesheets port

Ports sprite sheets to also have support for multiple/modular clothing files, which I will probably also port.

* pain

* fix

* fix

* Revert "fix"

This reverts commit 5e11310.

* Revert sprite sheet stuff

* fixed the revert

* merge fix

* checks

* checks x2

* fixes some belts

* initial fixes

* a

* accessories

* a

* robo labcoat fix

* Automatic changelog generation #14395 [ci skip]

* Automatic changelog compile [ci skip]

* Fix whale (#14615)

* Fixes whale spawning

* Forgot to add bugfixes

* Adds map change (maybe)

* Automatic changelog generation #14615 [ci skip]

* Automatic changelog compile [ci skip]

* Hand Drill in screwdriver mode is now pointy (#14609)

* Makes the hand drill pointy

* Blunt Wrench

* Automatic changelog generation #14609 [ci skip]

* Automatic changelog compile [ci skip]

* Research now requires Toxins/Robotics Access with Doors (#14559)

* Fixes

* Map

* Emag

* I dont know how to code

* Glass

* Update code/modules/research/rdconsole.dm

Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>

* Fixes shitty code

Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>

* Automatic changelog generation #14559 [ci skip]

* e

Co-authored-by: ynot01 <ynot000001@gmail.com>
Co-authored-by: Yogbot-13 <admin@yogstation.net>
Co-authored-by: Byemoh <baiomurang@gmail.com>
Co-authored-by: Chubbygummibear <46236974+Chubbygummibear@users.noreply.github.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
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Co-authored-by: Vaelophis Nyx <1534478+GalacticRuler@users.noreply.github.com>
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Co-authored-by: tattax <71668564+tattax@users.noreply.github.com>
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@JamieD1 JamieD1 restored the BatonsV2 branch July 6, 2022 00:53
@JamieD1 JamieD1 deleted the BatonsV2 branch July 9, 2022 16:39
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