Darkpack Pull 6/1/26#57
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FalloutFalcon merged 33 commits intoJun 1, 2026
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Should have done this separate between ammo and melee in hindsight but ended up doing this together. This is a mix of balance and additions, most of the feedback was from my own tests and TFN combat. **Open to feedback on this,** I am not sure how Apoc rounds have been so I'm basing it off of what I got. Stuff like the Deagle .50 deagle, slugs, and shovel were requests, other stuff was mainly my own input after testing. ### The Balance-jak Bullshit I'll do bullet points here to explain the change and reasoning. **Bullet Changes** - **.50 AE moved to its own caliber & damage reduction**, the .50 AE desert eagle was doing 70 damage and 20 pen, meaning it was penning even army armor. Sure, .50 AE is big but it's not hugely better than .44 like that. Adjusted it to be a superior .44 caliber instead. (70 dam -> 45. Still pens police armor.) - **5.45 wound changed to be same as 5.56**, 5.45 effectively struggled to wound anyone unless they had bare skin, which made it really hard to wound given its an AP ammo type. Instead this is reversed, if bare skin lower wound chance while higher overall. - **12g slugs received more wound damage**, bit self explanatory. It's an AP round, just reversed its bare wound bonus and wound bonus. Wounds better, doesn't get the bonus exposed as much. - **12g rubber shot has some wound damage now**, it's a rubber bullet - they can kneecap people. Needs to be done on exposed flesh though, won't get it through armor really. (Incap is incapable of wounding) - **12g buckshot no longer stuns Crinos & wound/AP changes,** Crinos no longer get stunned by buckshot; they're huge so makes sense. As for the armor pen, they received some reduced armor pen and wound chance but got more exposed wound bonus. **Gun Changes** - **Desert Eagle mag holds 1 more bullet.** Yep, that's it, it holds 1 more round than what we had it coded as normally. That's all. It bugged me for no good reason. (Deagle buff???) **Melee Changes** - **Fireaxe unwielded and wielded damage buff**, the claymore that can be 1 handed gets 40 damage and block chance, so only fair the fireaxe gets the same damage when 2 handing it. Plus, demolition mod - should break in doors decently. - **Baseball bat put more on-par with sharp weapons.** Shoved it 30 force, still lower than katana, machete, etc but capable of decent blunt damage. Plus its knockback and all. Also gave it some wound bonus against unarmored targets to break bones easier. - **Scythe size increase to bulky but also damage equal to other weapons.** Still not great, 30 damage to katanas 35, but it has 30 ap so should go through light armors better. - **Chainsaw got a very large damage increase.** Same thing as fireaxe but you need to 2 hand it at all times, making it clunky. As such it went from 24 turned on damage to 60. Massive buff? Yes. But the machete is 40 with 50 block chance, this thing has 0 block and needs 2 hands. Think that's fair. (Finally felt good to use.) - **Shovel flavor & damage; re-implements pre-base code.** Shovel does 30 damage now, same as scythe. Now has a unique 10% chance to check head armor and apply knockdown and a item drop. If the attacker is a Sabbatist, they have a 50% (really a 5% chance on item attack with these probs) to KO the person with a head protection check. Shovelhead shit. ### The Additions I mainly just added more silver ammo variants for use; they aren't buyable but we had sprites for them and they just lacked code. Only one that was already buyable was 5.56 but it had no code so.. it was useless against Garou. - 5.56 silver added, 2 fera damage (20 agg) - 12g silver slug added, 3 fera damage (30 agg) - 7.62x51 silver added, 4 fera damage (40 agg) - .75 silver ball added, 5 fera damage (50 agg, just as the founding fathers intended.) ## Why It's Good For The Game Short and sweet. A lot of these changes are just based on feedback I got as well as some tests I did with the weapons. - Melee weapons needed some love given they were based TG wepaons up against hyper-deadly guns etc. This helps them out a fair bit mostly. - Bullets needed some swaps, mostly .50 AE. Gun balance is really messy but that's mainly due to Rate of Fire than the bullets; so tried to keep changes minimal. The .50 Deagle was penning all armor as a pocket AMR and it was.. very silly. - Silver bullets are a major plus as Garou are now enabled on TFN and Apoc. This just adds more stuff for the servers to decide currently if they want more silver ammo types. I think as PRs come garou may get stronger so will be good to have. - Shotgun slug knockdown was intended but wasn't rolling/working it seemed. Fixed now it seems. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: add: Adds in 5.56 silver to have Agg damage to Garou. 7.62, 12g slug, and .75 have received silver variant ammo as well. balance: Rebalanced multiple bullets (.50 AE now exists, 5.45, 12g slug, 12g buck, 12g rubber) in rather small ways. Except .50 AE, larger rebalance. (70 -> 45) balance: Rebalanced multiple melee weapons (shovel, scythe, chainsaw, baseball bat, fireaxe) balance: Hard-buffs the .44 deagle by giving it ONE more round in its magazine... fix: Fixed shotgun slug knockdown not rolling. Not sure why this fixed it but - it managed to. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Cleans up a little logic and makes it so A: They cant infinitely loop through transfer points via bumping into them on every car tick. B: Prevents them from getting places INSIDE of a transfer point, meaning they constantly bump it. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game i hate cars. there code is so jank and creates hella weird issues. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: fix: Fixes interactions surrounding cars and transfer points /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds support for a prefix to the alert plus a buffer to the alert. This only works because we know there will always be a roll on the same frame as the damage meaning we can blindly buffer it for a moment. It feels extremely hacky. We really ought to have a system that buffers them more sanely but that would have knock on effects for other balloon alerts which worries me. I might have a flag for putting SPECIFIC rolls into a queue. (so attack and damage) so that only they are affected by the queue? This works for now. https://github.com/user-attachments/assets/0d2c2cb5-94cf-4381-afce-0537114019f9 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Old balloon alerts were useless as the stacked messages made it impossible to parse what the results were. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: qol: Combat dice-rolls are displayed more clearly /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request upstreams some mannequins using a mix of our stuff and tg's stuff ## Why It's Good For The Game more shit for mappers to play with ## Changelog :cl: add: adds new mannequin subtypes to be used by mappers /:cl:
## About The Pull Request The-Final-Nights/The-Final-Nights-Rebase#230 ## Changelog :cl: del: removes superfluous weaknesses in favor of the trait for baali /:cl:
## About The Pull Request no diablerie aura ## Why It's Good For The Game <img width="534" height="86" alt="image" src="https://github.com/user-attachments/assets/800c93e0-0d56-4c4d-83b1-9aa53fbffbc6" /> ## Changelog :cl: add: Hidden Diablerie merit for Kindred /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request 1. hides it from the verb panel. Its the type of verb you would never call from there and are more likely to right click your target. additionaly it was in a tab by itself (I belive due to TG's (smartkar's) goal of removing the panel meaning its a little volatite rn from tg pulls. 2. Only even grant it if your a supernatural. We have a return for if you arent one anyway. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: fix: Frenzy verb is no longer displayed in the verb panel. It can still be found in the context menu for mobs. qol: Frenzy verb only displays if your a supernatural /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request they make funny noises and footprints ## Why It's Good For The Game its not ## Changelog :cl: add: Garou now have their feet set as claws in Crinos, Hispo, and Lupus /:cl: Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request The-Final-Nights/The-Final-Nights-Rebase#331 Mirrors from drownstream, Protean is pretty strong and misting is instant so making it akin to TT with a delay for claws, beast form, and misting with how TT does it fixes some of the issues had. ## Why It's Good For The Game Mirrors how it works on TT basically, fixes some balance issues with misting being instant transform and all. ## Changelog :cl: balance: Protean 2, 4, and 5 have proper delays added in accordance with TT discipline use. /:cl: --------- Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request artifacts currently dont work if you place them in your bag, this pr fixes that fixes odious chalice so that it works ## Why It's Good For The Game old flavcode snowflaked checking for identified odious chalice into item attack code lol, this approach uses signals ## Changelog :cl: fix: fixes artifacts from being unbinded from the user when placed into a satchel fix: fixes the odious chalice so that it works /:cl:
## About The Pull Request Source is infact a string and not the mob. However the follow_target and turf both work fine for determining proximity. ## Why It's Good For The Game Fix ## Changelog :cl: fix: Spirit speech now works /:cl:
## About The Pull Request Corax. The wereravens serving as Helios' messengers. Alot of stuff, primarly all the code to acctually support changing breeds. Im pretty happy with how i've built it out as its magnitudes less work to implement new changing breeds with this code done. ## Why It's Good For The Game those who crow we love more splats/changing breeds. requisite code for other fera https://github.com/user-attachments/assets/836e5d91-b77c-4a7f-8c0b-db2c01a8a893 ## Changelog :cl: add: The changing breed: Corax add: Corax gift "Enemy Ways" which gives an assessment of nearby enemies add: Corax "eye drinking" a pseudo-gift that allows the fera to speak to the dead and see there death balance: Razor claws lower the difficulty of claw attacks along with the existing bonuses refactor: Splits up alot of stuff onto vars and procs to be overrided by other changing breeds code: Deaths now record some information for use in powers that speak to the dead code: Fixes the splat prio unit test /:cl: --------- Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request Two merits, unbondable (from core v20) which is self explanatory, and Touch of the Wyld (from the wild west module) which hides your wyrmtaint from prying senses. Im acctually fairly certin this doenst apply to Sense Wyrm rules as written but otherwise it would do nothing so its fine for now untill I reinvestige natural wolp sniffing. I also finnaly made it so merits wont be shown if you cant take them due to splat/clan ## Why It's Good For The Game New merits yipeee, also the quirk menu was getting so bloated and was annoying to filter through since it was half stuff you cant take. ## Changelog :cl: add: 5 pt merit: Unbondable add: 5 pt merit: Touch of the Wyld qol: merits wont be displayed if you cant take them /:cl:
## About The Pull Request implements the bomb sarcophagus (bloodlines reference) and a sarcophagus random event which spawns an antediluvian sarcophagus (or a bomb sarcophagus, 50% chance) and the associated key at predetermined landmarks placed in sdmm todo - make the key and sarcophagus not spawn if a player is nearby todo - make an 'empty' sarcophagus subtype so 1/3 chance its empty, 1/3 chance its an antediluvian megafauna boss, 1/3 chance its a fucking devastating bomb todo - refactor antediluvians to not be simple_animals... ## Why It's Good For The Game cool ## Changelog :cl: add: adds the bomb trapped sarcophagus add: adds the sarcophagus & key random event /:cl:
## About The Pull Request DarkPack13#1073 alternative which removes the use of the deletion subsystem entirely cutting out the concern for deletion cost just invisible-izes the text instead of deleting also adds some music ## Why It's Good For The Game pretty essential fix to reduce lag ## Changelog :cl: code: removes hard deletes on area texts by cutting out the qdeletion method for making the text disappear, just setting the text to be invisible instead /:cl:
…o darkpack-pull-6-1-26
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