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Darkpack Pull 4/11/2026#39

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Apr 11, 2026
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Darkpack Pull 4/11/2026#39
FalloutFalcon merged 33 commits into
ApocryphaXIII:masterfrom
FalloutFalcon:darkpack-pull-4-11-2026

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dwinters99 and others added 30 commits April 7, 2026 17:22
## About The Pull Request
~~DEPENDENCY: DarkPack13#692~~
## Why It's Good For The Game
werewolf gifts need to be fully featured at some point, might as well
start with these.
## Changelog
:cl:
add: Black Furies gift: Breath of the Wyld
add: Bone Gnawers gift: Desperate Strength
add: Fianna gift: Faerie Light
add: Get of Fenris gift: Visage of Fenris
/:cl:

---------

Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com>
Co-authored-by: XeonMations <62395746+XeonMations@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request
Assorted merits and flaws from W20. (some overlap with V20) Also grabbed
pale aura cause it was really easy.

Had to fix some stuff relating to `SPLAT_NONE` with how quirks are
handled but that's not even chaz's fault the code is just obtuse (this
is my fault mostly)

Fixes DarkPack13#693 
## Why It's Good For The Game
merits for wolves (and others)
## Changelog
:cl:
add: Adds the merits: Time Sense, Fair Glabro, Metamorph, Untamable,
Pale aura, Deceptive Aura
add: Adds the flaws: Animal Musk, One Eye, Weakwilled, Pierced Veil
balance: An accurate display of city time for living mobs is now locked
behind time sense.
fix: Derangement now appear as a selectable flaw again.
typo: "Your" to "You" in a dominate to_chat
/:cl:

---------

Co-authored-by: XeonMations <62395746+XeonMations@users.noreply.github.com>
Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
…Pack13#859)

## About The Pull Request

Added/adjusted the following merits/flaws:

Bad Sight, V20 Core page 481. /tg/ nearsighted with differing cost.
Mute, V20 Core page 483. /tg/ mute.
Deaf, V20 Core page 483. /tg/ deaf with differing cost.
Blind, V20 Core page 484. /tg/ blind with differing cost.
Illiterate, Lore of the Bloodlines page 60. /tg/ illiterate with
differing cost.
The Largest Maw, Lore of the Bloodlines page 70. /tg/ softspoken but for
Nagaraja.
Efficient Digestion, V20 core page 480. Gives 1.5x blood intake.
Grip of the Damned, V20 core page 495. Giovanni bite for non-Giovanni.
Derangement value set to 3. Not actually given a hard value in V20 so
far as I can tell, but 3 points in W20 core page 478.
Monstrous is available to werewolves, W20 core page 474.
Lasombra get removed from cameras. Camera part is from Lore of the Clans
page 116.

Not sure if I did the /tg/ quirk enablings right, but it felt better
than directly editing the quirk file itself.
## Why It's Good For The Game

I like more quirks, particularly easy /tg/ uptakes like bad sight and
the like.
Some of these I actually am not sure are good for the game. I just did
whatever seemed easy without much thought. Easy ones to highlight as
potential problems: Grip of the Damned genericizes the Giovanni trait,
Lasombra weakness being V20 could be undesirable for a downstream, and
all of them are probably badly coded. I welcome comments of 'this sucks
remove it entirely.'
## Changelog
:cl:
add: Added a number of quirks, including Bad Sight, Blind, Deaf,
Efficient Digestion, Grip of the Damned, Illiterate, Mute, and The
Largest Maw.
add: Garou may now take the Monstrous quirk.
add: Lasombra no longer appear on cameras.
bal: Derangement flaw is now worth three points instead of eight.
/:cl:
## About The Pull Request
Minor atomization from
ApocryphaXIII#28
## Why It's Good For The Game
It spawns in a crate that is not very clearly labeled in mapping tools
as containing a bomb sometimes. prevents that footgun, which i suspect
was made on apoc's map but i forget why i made the change tbh.
## About The Pull Request
Noticed this change from
The-Final-Nights/The-Final-Nights-Rebase#101

did it using the currency define as its used for vendors and most other
code (thanks to some tg prs i made)
## Why It's Good For The Game
Grammer or somethin
## Changelog
:cl:
spellcheck: $ symbol appears before the cash value for stores
/:cl:

Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
## About The Pull Request
Gives oxygen medkits actual oxygen meds instead of burn meds.
<details><summary>Screenshots</summary>
<p>
<img width="770" height="619" alt="Screenshot 2026-04-05 151324"
src="https://github.com/user-attachments/assets/76970a50-c9d6-4f8a-818a-1182fd6a3b48"
/>
<img width="687" height="422" alt="Screenshot 2026-04-05 151336"
src="https://github.com/user-attachments/assets/aa37c687-d029-4aa8-972c-0182136f2139"
/>
</p>
</details> 

## Why It's Good For The Game
Small fix.
## Changelog
:cl:
fix: Gives oxygen medical kits the right contents
/:cl:
## About The Pull Request

This PR does a few small things, I'll break it down simply into
sections.

### Darkpack Duffelbag Subtype
The new Darkpack duffel has an exemption list like the Syndie duffel
from TG. This allows you to fit SPECIFIC items into it of bulky weight,
while not allowing others.

The list is comprised of melee weapons unique to Darkpack, Darkpack
longarms (baring the .50 and musket), and a handful of misc items.
<img width="917" height="724" alt="image"
src="https://github.com/user-attachments/assets/d952d280-c907-4ab2-b370-01d69a1ef7db"
/>
<img width="777" height="731" alt="image"
src="https://github.com/user-attachments/assets/046a0625-c9c5-4a70-98f6-acef2eab1474"
/>

Seen here, if you shove 2 longarms in it only has enough space for 7
more normal items before maxing out. This should be fine for balancing
of packed-shit bags.
<img width="638" height="554" alt="image"
src="https://github.com/user-attachments/assets/92dc2b53-a86e-48ea-a1c0-f4bc5d9240c5"
/>

Note: might be worth reducing the duffel exemption from 2 to 1 if having
2 guns in it are too strong but I think it's fine. Syndie packs allowed
this with ANY gun, this list is curated at least so you can't do this
with a .50. (Also, I put battering ram on the list.. these aren't
actually that big, just heavy, unsure if that's OK or not balance wise.
Made sense to me though?)

Also, the surgery bag in the blackmarket vendor has been changed to be
the Darkpack type variant. I forgot to take a picture of it but it's
on-floor sprite is identical to the duffel's on floor but its white with
a blue cross.
<img width="168" height="84" alt="image"
src="https://github.com/user-attachments/assets/21febac1-6663-4b8f-8d01-83152f0b81cd"
/>

### Darkpack Gun Weight Fix
A bunch of guns like the sniper and lever action had oversights on them
where weight was defined as bulky then re-defined lower on the gun as
normal. Think it was unintended fully, so adjusted it.

This also fixes an oversight that existed where you could fit a .50
sniper into your backpack. Woopsie.......

### Darkpack Money Bag & Presets
Does the same as the Darkpack duffelbag except with the moneybag, making
a unique subtype to take the Darkpack cash.

Made a ~4k pre-spawn variant as well as a 10k spawn variant, 50 gold
bar, and 50 silver bar spawn variants. This is just for mapping or
spawning by staff, shouldn't be an issue. Tested them as well, spawns
fine, forgot screenshots since it was pretty minor.

## Why It's Good For The Game

Simple bulletpoint reasons:
- Longarms were unable to be concealed in any meaningful way, meaning
you had to put them on your belt - open displayed - or push boxes/crates
around with them in it. This allows one singular storage method to
conceal them.
- Gun weights on the sniper and lever were clearly oversights, I don't
think people want the robber to whip out his compact .50 cal from his
bag
- Moneybags provide stuff for map design and spawning.

## Changelog
:cl:
add: Adds new Darkpack duffelbag subtype
add: Adds ability for new duffelbags to hold 2 exempt-list items (guns,
melee weapons, etc)
add: Adds new Darkpack moneybag subtype to hold proper cash, also added
pre-spawn variant bags
fix: Fixes oversight on certain guns, making them have proper bulky
weight instead of normal
/:cl:
## About The Pull Request
why are human doctors serving the camarilla
club workers are being told they serve the Primogen Toreador
## Why It's Good For The Game
human doctors should not know the camarilla
## Changelog
:cl:
fix: Doctors, Clinic Directors, Strippers, and Taxi Drivers no longer
inherently serve the Camarilla.
/:cl:
## About The Pull Request
Changing the mummywrap fetish behaviour to use fallcon's storyteller
healing system, rather than flatly healing
burn/brute
## Why It's Good For The Game
Moving towards the more lore-accurate system of healing is good, i
think.
## Changelog
Changed the way that mummywrap fetish regens health, making it use a
"dot" to heal different things each time
:cl:
balance: somewhat buffs the capabilities of the fetish, by making it
able to heal wounds, comment if that's too strong.
:cl:
…being swapped (DarkPack13#898)

## About The Pull Request
any job that has an outfit with uses_default_clan_clothes enabled would
completely overwrite whatever the player had equipped (clothing selected
in loadouts). on top of this, it would equip a red croptop for anybody
who had a SUIT selected in prefs, and a tracksuit for anybody who had a
SKIRT selected. this fixes all of this.
## Why It's Good For The Game
Clothing
## Changelog
:cl:
fix: fixed certain jobs not properly applying loadout clothing
/:cl:
## About The Pull Request
make it so npcs dont all have white hair
## Why It's Good For The Game
hga;lhages
## Changelog
:cl:
fix: fixed NPC hair colors being always white
/:cl:
## About The Pull Request
Minor atomization from
ApocryphaXIII#28
## Why It's Good For The Game
Sprite doesn't make sense for the usecase
## Changelog
:cl:
image: Occult shop is no longer a cash register
/:cl:
## About The Pull Request
Basically just reverts them to there old layer to prevent this.

<img width="435" height="250" alt="image"
src="https://github.com/user-attachments/assets/0abedb1c-a559-4482-876d-8867f1c3d0bf"
/>

## Why It's Good For The Game
This was bad...

TG does not assume they are tall or anything but a flat turf.

## Changelog
:cl:
fix: Stairs now layer properly
/:cl:
## About The Pull Request

right now melee does nothing

ik melee is currently under rework but we aint waiting for that dawg

(no, the melee addition to final_force in /atom/attacked_by doesnt fire,
checked with breakpoints)

## Why It's Good For The Game

ref do something

## Changelog

:cl:

fix: makes melee do something

/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request

this pr allows for inserting cash into the cargo express console and
withdrawing the total balance with alt-click.

## Why It's Good For The Game

cargo

## Changelog


:cl:
add: You can now withdraw money from the cargo console with alt-click
and add with cash

/:cl:
## About The Pull Request

I'm adding a bunch of bloodlines that don't require mechanics. The
selection is for that reason.
Dominate Malkavians are the same but sub one discipline.
Warrior Setites are the same but sub one discipline.
Ventrue antitribu are the same but sometimes sub one discipline. They
are listed here under the assumption they have done the relevant ritual
- not a ton of point otherwise, right?
Tlacique are the same but sub one discipline (which counts as in-clan
for them) and technically also a Thaumaturgy path that is out-of-clan.
Somewhat tenuous as a result.
Banu Haqim Vizier have an RP flaw, and their Quietus variant is an
optional rule from Lore of the Clans. Most tenuous as a result.
Samedi, Harbingers, Salubri Warriors, Followers of Set get icons based
on their pre-V5 state. The first three are replacing codersprites, and
the fourth is because we don't seem to use the Ministry.
Sprites by @Rosychu 
## Why It's Good For The Game

More bloodlines is honestly not fully necessary for some of them, but
why have admins spend time doing discipline swaps when you could simply
not?
## Changelog
:cl: LucifersCoils, rosychu
add: Added Banu Haqim Viziers, Dominate Malkavians, Tlacique, Ventrue
antitribu, and Warrior Setites to clan selection
image: Replaced the Harbingers of Skulls, Followers of Set, Samedi, and
Salubri Warriors icons
/:cl:
lobotomypilled and others added 3 commits April 11, 2026 11:12
## About The Pull Request
Removes the limitation on drinking from corpses, as it's not accurate to
v20
## Why It's Good For The Game
lore accuracy
## Changelog
:cl:
del: removed the code preventing you from drinking from dead bodies.
:cl:
@FalloutFalcon FalloutFalcon requested review from a team as code owners April 11, 2026 17:08
@FalloutFalcon FalloutFalcon added the Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! label Apr 11, 2026
@FalloutFalcon FalloutFalcon enabled auto-merge April 11, 2026 17:11
@FalloutFalcon FalloutFalcon merged commit f33ff14 into ApocryphaXIII:master Apr 11, 2026
23 of 25 checks passed
@FalloutFalcon FalloutFalcon deleted the darkpack-pull-4-11-2026 branch April 11, 2026 17:19
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7 participants