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Darkpack Pull 6/28/2026#71

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Jun 28, 2026
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Darkpack Pull 6/28/2026#71
FalloutFalcon merged 56 commits into
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FalloutFalcon and others added 30 commits June 16, 2026 15:56
## About The Pull Request
Only appears if you can actually claim it.
<img width="194" height="105" alt="image"
src="https://github.com/user-attachments/assets/72eb40cb-68ab-4f93-ab05-50d999d957ba"
/>
<img width="164" height="80" alt="image"
src="https://github.com/user-attachments/assets/d6f522a0-cd2a-477c-92a9-fa9dc5e24a3f"
/>
## Why It's Good For The Game
People have universally complained that they down know how to do this
(and guestbook)
## Changelog
:cl:
qol: Adds tooltip for claimable doors and cars
/:cl:
## About The Pull Request
0 dots still get a bit of money. so they can still but like a pack of
ciggies or other minor roundstart fluff.
## Why It's Good For The Game
Its a little silly to have 0 money
## Changelog
:cl:
config: Income repsects punishing 0 dots flag
/:cl:
## About The Pull Request
Fix.
## Why It's Good For The Game
90% sure this fixes it. The rest of the other night vision does this and
we dont have any other way it would update it.
## Changelog
:cl:
fix: Wolf Sight merit properly updates vision
/:cl:
## About The Pull Request
title
## Why It's Good For The Game
more precise decor
## Changelog
:cl:
code: randomized trash and SOME randomized turfs now retain icon_state
var-edits
/:cl:

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## About The Pull Request
Moves it a private+target roll.
## Why It's Good For The Game
Its a bit of an extremely common meta-show that someone is a vampire.
Specifically for rotschrek but blood frenzys prob also dont need to be
shown to the public..
## Changelog
:cl:
balance: Frenzy rolls are only show to the roller and target
/:cl:
## About The Pull Request

- adjusts the dutybelt to be able to hold pistols (like the one it
spawns with) so you can put it back in after taking it out
- changes the default pistol from the 1911 to the 9mm glock (we already
gave officers a box of 9mm ammo but with a 1911 and no magazines)
- fills the dutybelt with what you'd expect one to have (pepperspray,
handcuffs, baton, gun, taser)
- adds the 4.6mm ammobox for MP7s, and associated sprites for it and its
bullets, with original sprites courtesy of EnchantedCrocolisk

<img width="214" height="300" alt="image"
src="https://github.com/user-attachments/assets/0e63132f-d5cd-4566-9997-5b5060f8d6dd"
/>
<img width="425" height="192" alt="image"
src="https://github.com/user-attachments/assets/4b6c9eee-39c2-4600-9f5e-01334714474e"
/>
## Why It's Good For The Game

fixes two problems police players have been having over on TFN
## Changelog
:cl: bomby, enchantedcrocolisk
add: readds 4.6mm ammoboxes and the sprites for them and associated
bullets
fix: pistols now fit back into dutybelts
map: added mp7 to runtimetown gun table
code: dutybelts have had their contents changed to include pepperspray
batons and handcuffs
/:cl:

---------

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

fixes a bug where the music subsystem prunes players from
music_listening_clients because they were a new_player during a single
fire of the subsystem, barring them from ever being touched by the music
subsystem again

this should fix it, lemme check with another compile + test

## Why It's Good For The Game

music

## Changelog

:cl:

fix: fixes the music subsystem not firing for most players

/:cl:
)

## About The Pull Request
Converts and fully removes the old version of rolling where we pass in a
number for passing in a list of stats we want to use and letting the
roll use that instead for more logic.

I was making datums for every roll at first but i realized that most of
them dont super need the subtypes outside maybe giving them all
bumper_text so i just chose not to for rn.

## Why It's Good For The Game
All discs will now show what stats your rolling with instead of being
hit with a useless number.
## Changelog
:cl:
qol: All discs should now display what stats they rolled with
fix: scorpions touch poison will properly consider fortitude
refactor: replaces `SSroll.storyteller_roll` completly with
`SSroll.storyteller_roll_datum`
/:cl:

---------

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request
Pulling teeth now spawns an actual tooth, which can be examined to try
and ascertain what splat it was pulled from.
## Why It's Good For The Game
Creates a cool flavor for pulling teeth that lets you show off what you
captured or took from them.
Planning to loop this into a mechanic where you pluck the teeth of
kindred npcs you take down as part of a mission system
## Changelog
:cl:
add: Pulling teeth now actually spawns a tooth which can me examined
/:cl:

---------

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
…ack13#1117)

## About The Pull Request

a thaumaturgy ritual where you can posess a crow, and also all ritual
tomes now print a sorted list sorted by ritual level rather than a
mishmash of random levels and such

## Why It's Good For The Game

sorted list good, ritual

## Changelog

:cl:
add: adds 'eyes of the night hawk' ritual for thaumaturgy where
thaumaturgists can posess a crow
qol: all ritual tomes now print a sorted list rather than a mishmash
/:cl:

---------

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## About The Pull Request

the eye color reassignment is an || which always takes the left value,
the original left eye color value, rather than the right value, which is
acquired from the proc that actually searches the overrides and their
priority

this is because the left value is always 'found' first (and thus
assigned first) in the || if both are true

fixes DarkPack13#1116 

## Why It's Good For The Game

bugfix 

## Changelog

:cl:

fix: fixes protean 1 not making eyes glow red

/: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

Simply adds the activator_bonus defined within the blood curse ritual
prior to this PR to the damage the curse deals. Upstreaming from
The-Final-Nights/The-Final-Nights-Rebase#366

<!-- 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

The daimonori is supposed to buff thaumaturgy damage and from the looks
of it, this was intended since someone already defined activator_bonus =
thaum_damage_plus and just forgot to add this activator bonus to the
curse damage at the end.

<!-- 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: Daimonori damage now also applies to the blood curse ritual.
/: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
## Why It's Good For The Game
Fixes da code.

Does anyone see the issue?
<img width="1216" height="305" alt="image"
src="https://github.com/user-attachments/assets/309cc2af-6101-4786-a0bc-85e90b85f181"
/>
<img width="1056" height="95" alt="image"
src="https://github.com/user-attachments/assets/665a7432-8965-4c35-a41e-7c08beee4451"
/>

`MASQUERADE_FILTER_CHECK` evaluates to `0` or `1`
The old code actually has lower text in the wrong spot here. it should
be before the regex to see if the word is a breach
that's fine tho as it did nothing as the filter check was just `0` or
`1` and evaluated in the if statement correctly.
`LOWER_TEXT` wraps that `0` or `1` in a "" making it a string.
Did you know `"0"` does count as truthy?

## Changelog
:cl:
fix: The masquerade will no longer breach from any message spoken near
an NPC
/:cl:
## About The Pull Request
fixes DarkPack13#1153
also sorts the types a little.
## Why It's Good For The Game
idk why it would filter into two seperate categories. that seems weird.
## Changelog
:cl:
fix: LOOC does not filter into Local tab
/:cl:

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request
Reworks the stuff for roll cooldowns to just silently return the result
if it can rather then, returning out if you failed the roll but making
you reroll it if you passed, which is a bit odd.
If it doesnt return the old roll it just generically fails instead. 

Rolls are also now cleared if they pass the roll cool-down, which should
cleanup some odd behavior.
## Why It's Good For The Game
better behavoir, should lead to some less weird results
## Changelog
:cl:
refactor: Tweaks how rolls with cool-down use the old results
/:cl:
Icarus-The-Sun and others added 19 commits June 22, 2026 03:49
## About The Pull Request
Adds the Acute Sense merit (VTM pages 479-480). Please tell me if this
can be done better in any ways, or if something seems unfitting.
<details><summary>Details</summary>
<p>
Visible whisper audible from an extended range with the acute sense
hearing trait.
<img width="633" height="407" alt="Screenshot 2026-06-16 073750"
src="https://github.com/user-attachments/assets/f529a336-acba-4748-be59-293e8d225a00"
/>
</p>
</details> 

## Why It's Good For The Game
More Merits are nice.
## Changelog
:cl:
add: Adds Acute Sense Merit
/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request
Forgot
## Why It's Good For The Game
Full clearing agg by shapeshifting is bad
## Changelog
:cl:
fix: Aggravated damage now transfers to limbs when changing species
(such as via fera shapeshifting)
/:cl:
## About The Pull Request
Item outlines and tooltips now have themes that match our two current
huds.

<img width="448" height="193" alt="image"
src="https://github.com/user-attachments/assets/0902b21d-0bdc-41da-aec4-c68ca6293e2f"
/>

<img width="325" height="163" alt="image"
src="https://github.com/user-attachments/assets/a35b98ce-4c5d-486e-bfaf-389e0a34b247"
/>

## Why It's Good For The Game
Ugly
<img width="351" height="186" alt="image"
src="https://github.com/user-attachments/assets/975785ae-f715-4539-98de-c169d91cf345"
/>

## Changelog
:cl:
add: Item outlines and tooltips now match colors of the huds we use.
/:cl:
…rkPack13#1174)

## About The Pull Request
its meant to be a pref for people to have there character pref visible
if they always are wearing masks, not for someone ELSE to use it to
pierce through everyone elses obscuring.
## Why It's Good For The Game
sigh.
## Changelog
:cl:
fix: Showing flavor text while masked checks the holder not the reader
/:cl:
## About The Pull Request
Makes it itterate things we consider "attached" to moving objects to
bring them along as well when people take transfer points.
## Why It's Good For The Game
zmove (stairs) works like this.
## Changelog
:cl:
qol: Going through transfer points brings items your dragging or buckled
to with you
/:cl:
## About The Pull Request
Trying to work more of our items and cut some tg ones from useful random
spawners like the maint pool.
## Why It's Good For The Game
Its kinda silly to have like mothic fleet rations and tg station spears
in our loot pool when we have all our own items.
## Changelog
:cl:
balance: tweaks alot of loot pools to have less tg items and more
darkpack ones
/:cl:
## About The Pull Request

Upstream from TFN featuring Chaz's latest edits to the telepathy ability
in the auspex discipline.

- Messages admins when the mind reading power is used so its usage can
be monitored.
- Adds a clarification for the victim that they should respond with
vague thoughts or symbology.
- Adds an evil ass 9 minute cooldown.
## Why It's Good For The Game

Allows admins to intervene on misuse of the power and teach players
proper usage, gives a rough guide on how the victim should respond to
the telepathy prompt and the evil ass 9 minute cooldown inspired me to
separate the cooldowns of implant thoughts and telepathy to allow for
more regular usage of implant thoughts.
## Changelog
:cl:
add: adds a clarification for the victim that they should respond in
vague thoughts or symbolism
admin: admins now see every usage of auspex 4 mind reading
balance: Increases telepathy cooldown to 9 minutes.
/:cl:

---------

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request
Adds the Disfigured (481), Glowing Eyes (482), and Smell of the Grave
(481) flaws. Touches discipline code to make them apply penalties (and
add a boost for intimidation for glowing eyes).
Glowing eyes applies a -1 perception penalty, and gives a boost (-1
diff) to intimidation rolls against non-kindred. Also, masq violating
eyes. Users spawn with sunglasses if they take it. (Kindred only)
Disfigured adds a penalty (+2 diff) to social rolls in general, and
_caps_ appearance to 2. (Not splat restricted)
Smell of the Grave adds a penalty (+1 diff) to social rolls against
mortals. (Kindred only)
<details><summary>Details</summary>
<p>
Disfigured: 
App 5 being disfigured.
<img width="630" height="453" alt="Screenshot 2026-06-20 223307"
src="https://github.com/user-attachments/assets/ab8f113d-05fb-47ff-92da-9243afe54d5e"
/>

Glowing Eyes:
Glowing eyes in the dark.
<img width="195" height="131" alt="Screenshot 2026-06-20 223033"
src="https://github.com/user-attachments/assets/fc2ae37d-16e2-4367-82b4-18a6e5525486"
/>
Out of the dark.
<img width="133" height="162" alt="Screenshot 2026-06-20 223040"
src="https://github.com/user-attachments/assets/0a81b100-758c-4b14-854c-a8686730503e"
/>
Flavor text when eyes are exposed.
<img width="530" height="245" alt="Screenshot 2026-06-20 223123"
src="https://github.com/user-attachments/assets/bfdabae1-6ceb-4933-b247-6d7c4c8c37d9"
/>

Smell of the Grave:
Flavor text.
<img width="567" height="262" alt="image"
src="https://github.com/user-attachments/assets/3a3c689d-3d68-4231-be82-4eb26f35d56d"
/>
</p>
</details> 

## Why It's Good For The Game
More flaws.

## Changelog
:cl:
add: Adds Disfigured, Glowing Eyes, and Smell of the Grave flaws
/:cl:
## About The Pull Request

country of origin now grants languages

link to the tfn wiki page (if you want to copy to your respective fork's
mediawiki)
https://thefinalnights.com/wiki/index.php?title=Country_of_Origin

## Why It's Good For The Game

languages good
<img width="516" height="82" alt="image"
src="https://github.com/user-attachments/assets/52cbc045-53f6-471e-bd06-d5cb9a6f974b"
/>

upstreaming this from TFN, DM me if you need changes

## Changelog
:cl:
qol: Country of Origin now grants the appropriate languages
/:cl:
@FalloutFalcon FalloutFalcon requested review from a team as code owners June 28, 2026 22:28
@FalloutFalcon FalloutFalcon added the Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! label Jun 28, 2026
@FalloutFalcon FalloutFalcon enabled auto-merge June 28, 2026 22:29
@FalloutFalcon FalloutFalcon merged commit bd230c5 into ApocryphaXIII:master Jun 28, 2026
21 of 23 checks passed
@FalloutFalcon FalloutFalcon deleted the apoc-pull-6-28-2026 branch June 28, 2026 22:41
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7 participants