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Darkpack Pull 6/1/26#57

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FalloutFalcon:darkpack-pull-6-1-26
Jun 1, 2026
Merged

Darkpack Pull 6/1/26#57
FalloutFalcon merged 33 commits into
ApocryphaXIII:masterfrom
FalloutFalcon:darkpack-pull-6-1-26

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Stutternov and others added 30 commits May 22, 2026 12:51
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<!-- 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

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: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:

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---------

Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
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## 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
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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
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note that maintainers freely reserve the right to remove and add tags
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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
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## 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
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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## 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:
chazzyjazzy and others added 3 commits June 1, 2026 13:01
## 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:
@FalloutFalcon FalloutFalcon requested review from a team as code owners June 1, 2026 18:16
@FalloutFalcon FalloutFalcon enabled auto-merge June 1, 2026 18:19
@FalloutFalcon FalloutFalcon disabled auto-merge June 1, 2026 18:19
@FalloutFalcon FalloutFalcon enabled auto-merge June 1, 2026 18:19
@FalloutFalcon FalloutFalcon merged commit 77d524b into ApocryphaXIII:master Jun 1, 2026
20 of 22 checks passed
@FalloutFalcon FalloutFalcon deleted the darkpack-pull-6-1-26 branch June 1, 2026 18:29
@FalloutFalcon FalloutFalcon added the Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! label Jun 21, 2026
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