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[MIRROR] [MODULAR] Crime DLC #1: Underworld Connections quirk for exploitables access & roundstart black market uplink (customizable) #2185

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merged 1 commit into from
Feb 29, 2024

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Original PR: NovaSector/NovaSector#669

About The Pull Request

I have been asked genuinely about two dozen times in the past month to make an exploitables access quirk. And I figured, since we're in the area, why not spice things up a bit?

This PR adds the following:

  • The Underworld Connections quirk, which starts you off with exploitables information access and a fully customizable black market uplink.
    • However, you start the round off with the suspected wanted status and have a security note added to your in-character records that should hopefully deny you the chance to ever receive a weapons permit. Your mileage may vary.
    • Command and Security characters can't take this quirk, with the sole exception of the Quartermaster. Real FTU hours.
  • The Black Market Uplink has received a full pricing overhaul, bringing everything more in line to our current cargo pricing and making them actually affordable even for assistants, and even when factoring in the extra shipping costs the BMU comes with natively.
  • In addition, many BMU items have been made permanently available on their respective markets, such as the "caravan" tools, maintenance drugs, science goggles (for the aspiring Breaking Bads among us) and even switchblades, the themely back-alley goon weapon of the century.
  • I also fixed a few annoying BMU item names and descriptions.

Those worried about the BMU providing affordable access to all this stuff do not need to worry: actually getting the items you ordered is not trivial. Try it yourself and you'll immediately know what I mean.

Future crime DLC's will involve adding more black market companies flavored after various elements on Pluto.

How This Contributes To The Nova Sector Roleplay Experience

Exploitables are wicked fun, and so is the BMU gameplay loop of "buy possibly cheap minor contraband and go fetch it". BMU stuff finally no longer costs like 3-4 bounty cubes worth of work for something you might be able to get in time. Security will suddenly have so much more contraband to seize or be dodgy with.

You also get a fun, fully customizable (and very illegal) roleplay prop to design yourself!

Proof of Testing

Screenshots/Videos

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Changelog

🆑 yooriss
add: The Underworld Connections quirk has been added, allowing dodgy characters (including silicons!) to gain access to exploitable information at roundstart. Non-silicons also receive a fully customizable black market uplink, too.
qol: Prices at the galactic Black Market have now fallen drastically to be more in line with general cargo costs, give or take, and should now be vastly more affordable for most people. Pick up one and order some spuriously legal things for you and your friends today!
/:cl:

… access & roundstart black market uplink (customizable) (#669)

* Initial commit of Crime DLC 1

* Change keys to satisfy CI?

* Use short text input for description

* CI fix attempt 2

* Remove unused import

* Fix duplicated price min

* Policy request: make sure users know they're not antags for taking the UC quirk

* Don't remove security notes upon quirk removal

* Code review suggestions

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Replace CIN mention

* Fix defunct replacetext and also clarify weapons permit difficulties in quirk description

* Prevent jobrole prisoners from using Underworld Connections quirk (by popular request)

* Remove broken uplink customization icon

* Make black market uplinks small items

---------

Co-authored-by: Bloop <[email protected]>
@Iajret Iajret merged commit bb14249 into master Feb 29, 2024
24 checks passed
@Iajret Iajret deleted the upstream-mirror-669 branch February 29, 2024 22:29
AnywayFarus added a commit that referenced this pull request Feb 29, 2024
Iajret pushed a commit that referenced this pull request Apr 25, 2024
…DNA Infuser (#2185)

* DNA Infusion Refactor: Separates DNA Infusion Behavior from DNA Infuser (#82829)

## About The Pull Request

- infuser entries global is now an assoc list type -> singleton. makes
it easier to pick specific entries as needed
- separated infusion behavior onto both movable level (for machine
occupants and things that can potentially be infused) and human level
(for the actual infusion into a human)

- [x] tested

## Why It's Good For The Game

Upcoming plans is to fix up maintenance sect's organ replacement system
that just so happens to work a lot like how infusions do with actual
infusion mechanics, and that requires this prerequisite. In general
outside of that vision I see a lot of potential in alternate infusion
sources, from wherever they may be.

## Changelog
no player side changes, this is a refactor

* DNA Infusion Refactor: Separates DNA Infusion Behavior from DNA Infuser

---------

Co-authored-by: tralezab <[email protected]>
ReezeBL pushed a commit that referenced this pull request Apr 26, 2024
…DNA Infuser (#2185) (#3061)

* DNA Infusion Refactor: Separates DNA Infusion Behavior from DNA Infuser (#82829)

## About The Pull Request

- infuser entries global is now an assoc list type -> singleton. makes
it easier to pick specific entries as needed
- separated infusion behavior onto both movable level (for machine
occupants and things that can potentially be infused) and human level
(for the actual infusion into a human)

- [x] tested

## Why It's Good For The Game

Upcoming plans is to fix up maintenance sect's organ replacement system
that just so happens to work a lot like how infusions do with actual
infusion mechanics, and that requires this prerequisite. In general
outside of that vision I see a lot of potential in alternate infusion
sources, from wherever they may be.

## Changelog
no player side changes, this is a refactor

* DNA Infusion Refactor: Separates DNA Infusion Behavior from DNA Infuser

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: tralezab <[email protected]>
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3 participants