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Light replacer speeds up colony light repair #5905
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Drulikar
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Balance Approved
This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it.
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Mar 9, 2024
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Balance
You need to be a professional veteran game maintainer to comprehend what is being done here.
Fix
Fix one bug, make ten more
Grammar and Formatting
Fixes the codebase's tpyos and grammatical's errors
labels
Mar 9, 2024
SabreML
reviewed
Mar 12, 2024
SabreML
approved these changes
Mar 14, 2024
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Labels
Balance Approved
This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it.
Balance
You need to be a professional veteran game maintainer to comprehend what is being done here.
Fix
Fix one bug, make ten more
Grammar and Formatting
Fixes the codebase's tpyos and grammatical's errors
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About the pull request
This PR addresses several things:
The APC and SMES UI fixes were just because I was very confused why they weren't behaving during testing, so I fixed them.
Explain why it's good for the game
I want to push power as a meaningful objective marines want to try to secure if possible. Currently colony lights are too tedious to repair and the light replacer is underused so I hope this can help rectify both problems somewhat.
Testing Photographs and Procedure
Screenshots & Videos
https://youtu.be/qJf1V-RdMok
Changelog
🆑 Drathek
balance: The light replacer can now be used to skip the crowbar, welding, and wire steps when repairing colony lights.
fix: Fixes SMES and APC interfaces not checking adjacency or incapacitated states
spellcheck: Fixed examine text for colony lights (improper names and not powered text)
/:cl: