Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MIRROR] Remove duplicate light in battlecruiser starfury #377

Merged
merged 1 commit into from
Nov 1, 2023

Conversation

Steals-The-PRs
Copy link
Collaborator

Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#24693
Original PR: tgstation/tgstation#79406

About The Pull Request

Removes duplicate light in battlecruiser starfury.

Why It's Good For The Game

Better mapping consistency.

Changelog

🆑 timothymtorres
del: Remove duplicate light in battlecruiser starfury
/:cl:

…] (#24693)

* Remove duplicate light in battlecruiser starfury (#79406)

## About The Pull Request
Removes duplicate light in battlecruiser starfury.

## Why It's Good For The Game
Better mapping consistency.

## Changelog
:cl:
del: Remove duplicate light in battlecruiser starfury
/:cl:

* Remove duplicate light in battlecruiser starfury

---------

Co-authored-by: Tim <[email protected]>
@ReezeBL ReezeBL merged commit 8a76c9c into master Nov 1, 2023
24 checks passed
@ReezeBL ReezeBL deleted the upstream-mirror-24693 branch November 1, 2023 03:47
AnywayFarus added a commit that referenced this pull request Nov 1, 2023
Iajret pushed a commit that referenced this pull request Jan 10, 2024
Last Resort can be used while dead (#80352)

## About The Pull Request

This PR allows Last Resort to be used while dead, in crit, or during
your reviving stasis.
Additionally it increases the stun duration applied to bystanders from 2
to 4 seconds.
The confusion applied to bystanders has been increased from 3 to 12
seconds.

Additionally it fixes a runtime which was being triggered by Last Resort
where a body part was being passed into the argument for
`bodypart_remove` which expected to be passed a human, not a limb.

## Why It's Good For The Game

Last Resort is a rarely-used ability which makes you very vulnerable and
requires you to find (or create) a corpse as a fairly fragile mob in
order to return to the round (it's a last resort in other words). It
also costs 20 chemicals, which means you need to have saved those to do
this instead of Regenerative Coma or Fleshmend.

Because it was only usable while _alive_ (not even when in crit) it was
also actually quite difficult to trigger because it requires two inputs
(there's a confirmation box about whether you are sure you want to gib
yourself) during a narrow window (where you know you are going to lose a
fight, but haven't been knocked unconscious yet). Being usable while in
crit or dead means it can now be activated during the relatively common
scenario where you are dead, handcuffed, and being dragged towards a
machine which will destroy your body without first needing to wait for
regenerative coma to complete _and_ to regenerate an additional 20
chemicals.
This likely makes changelings potentially stickier and harder to
permanently remove, to which I think: good, they're too _easy_ to deal
with at the moment and seeing them get reborn due to careless corpse
disposal is fun.

Additionally I have _slightly_ increased the duration of the stun and
disorient applied to onlookers. Previously it applied a two second stun
(and a 3 second confusion, 2 seconds of which was spent stunned),
however the headslug only spawns after a one second delay. This makes
its chance of escaping essentially nil, even if the corpse bursts
directly on top of an air vent.
With a slightly longer stun there is some chance that it will escape,
though there is still a reasonable chance that if there's more than one
person around, they will manage to catch you before you crawl into a
vent.

## Changelog

:cl:
balance: Last Resort can now be used while unconscious or dead.
balance: Last Resort stuns bystanders for slightly longer.
/:cl:

Co-authored-by: Jacquerel <[email protected]>
Iajret pushed a commit that referenced this pull request Jan 10, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants