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lower frezon/n2o sale prices, make frezon take more trit #32407

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merged 2 commits into from
Sep 26, 2024

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Ilya246
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@Ilya246 Ilya246 commented Sep 23, 2024

About the PR

fixes #32404 (note that the amount of money portrayed in that shift is a pretty significant outlier owed to atmos and cargo having good luck and being competent), effectively reverts #25608

reduces frezon prices back to what they were before, agreed upon by me and notafet

increases tritium:oxygen ratio from 1:50 to 1:8

Why / Balance

frezon and n2o let atmos make cargo way too much money, this should keep it to reasonable figures

note that those figures have been used before and they worked well

the increase of the trit:oxygen ratio will cause atmos to actually have to buy plasma canisters from cargo, and will slow down frezon production due to an oxygen bottleneck; additionally, plasma canisters cost a lot and this will deduct much of the frezon profits

i did some approximate basic calculations, and in an ideal case (unlikely to ever be reached), atmos could at most make ~50k per shift with those values if they act perfectly, their burn chamber is unrealistically efficient, and the station doesn't need any air; real figures are likely to be closer to 20-30k per shift with cargo's cooperation

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🆑

  • tweak: Atmos gas sell prices significantly lowered.
  • tweak: Frezon now consumes significantly more tritium to produce.

@github-actions github-actions bot added the No C# For things that don't need code. label Sep 23, 2024
@metalgearsloth
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143k is still ridiculous, just remove it so we can stop wasting time on it.

@Ilya246
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Ilya246 commented Sep 23, 2024

143k is still ridiculous, just remove it so we can stop wasting time on it.

that's a pretty edge-case outlier and it's over a whole shift spent doing that, but since you requested that, i'll just go ahead and lower it to $0.1/mol; i still insist that making it sell for nothing is overkill

@slarticodefast slarticodefast added the Undergoing Maintainer Discussion This PR is currently going through an internal discussion by the maintainer team. label Sep 23, 2024
@Ilya246
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Ilya246 commented Sep 23, 2024

actually, nevermind, i have a better idea to merge along with this: make frezon actually cost amounts of plasma that matter, aka increase the tritium:oxygen ratio from 1:50 to like 1:8 (this is in Atmospherics.cs in shared) so you need to spend essentially your whole plasma chamber for a full canister; should only be merged along with my canister price lowering PR, though

@metalgearsloth
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Atmos should not be able to just invalidate an entire department if they feel like it.

@Ilya246
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Ilya246 commented Sep 23, 2024

Atmos should not be able to just invalidate an entire department if they feel like it.

yes and that wouldn't happen, they'd have to actually ask cargo to buy plasma canisters and the income rate wouldn't be that high; additionally, producing tritium introduces an oxygen bottleneck in frezon production, so it'd also significantly slow down the frezon production rate as a side effect

@slarticodefast
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slarticodefast commented Sep 23, 2024

i have a better idea to merge along with this: make frezon actually cost amounts of plasma that matter, aka increase the tritium:oxygen ratio from 1:50 to like 1:8

This is a good solution in my opinion. It is weird that a tiny amount of tritium turns into so much frezon in the first place. The current value make even the most unoptimized burnchambers produce enough trit for a full-scale frezon setup.

@github-actions github-actions bot added the Status: Needs Review This PR requires new reviews before it can be merged. label Sep 23, 2024
@Ilya246 Ilya246 changed the title lower frezon/n2o sale prices lower frezon/n2o sale prices, make frezon take more trit Sep 23, 2024
@Ilya246
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Ilya246 commented Sep 23, 2024

also, reminder that even if my canister price reduction PR gets merged, plasma canisters would still cost a lot, which will deduct a lot from frezon profits, as plasma cans don't even have that much plasma

@BasedUser
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BasedUser commented Sep 23, 2024

143k is still ridiculous, just remove it so we can stop wasting time on it.

have you ever played atmos? that's 470 kmol of frezon that needs to be made for that amount of money.
alternatively, it's at least 470 kmol of oxygen in the best case, and in the worst, 1.5 Mmol.

that's a lot of oxygen no matter what, leaving us with just 143k spesos, here's a few alternative yet more profitable methods of making money:

  • artifact research spam, around 5-10 (predominately handhelds due to mining) + artifexium
  • bounties (massively parallel, too)
  • board printing from factorio
  • selling the robusttoolbox codebase to EA in hopes of sealing the fates of [REDACTED] and [PROJECT EXPUNGED]
  • miscellaneous econ quirks like selling reinforced plasma glass for 660/stack instead of like 200
  • mass producing ammonia

some of these actually take less skill than making tritium, /tg/ gases at least had a niche in medical and salvage

this PR is a bandaid at best, there needs to be additional gameplay but oh no we're locked out of adding the /tg/ gases... (open for rant)because our SIMD can't handle reusing the three additional UNUSED float entries fucking WOE IS US OUR ATMOS TAKES 30 MILLISECONDS WHEN IT TAKES HUNDREDS IN BYOND, BYOND--
SUDDENLY CARGO PROFIT MARGINS ARE IMPORTANT NOW DESPITE A SHIFT'S LENGTH OF WORK AND WE GET NO CROSS DEPARTMENT CONTENT TO COMPENSATE gOD DAMMIT

we can't even agree on miasma/ammonia still being a thing because "oh, miasma used to cause diseases and now breathing it has no consequences"
remember when atmos gameplay extended to all departments because of a now-removed mechanic? this is the last real thing atmos has outside of griefing others with maxcaps or begging chemistry to cooperate for fresium

if you want to fix atmos for realsies get contributors commissioned to fill niches where atmos would be useful, and while this really should be in an issue i'll describe what one possible solution could look like:

  1. remove (for a +50% gain in system speed), or significantly rework ammonia (i.e. adding a chance of vomiting)
  2. use the other 3 (or 4) atmos slots for healium, nitrium, zauker or fluorine or whatever bullshit gas would make having an entry-level knowledge of atmos "fun to have" (i.e. fluorine catching specific suits on fire but not others)
  3. reduce target atmos tickrate to 2 and add even more content (i.e. from MS14) like a Reagent gas (this one specifically isn't there but could work better) that makes liquidmos finally a thing

economy-wise, there's plenty of bigger fish in the sea and other economic sources could really use buffs instead of nerfs - salvaging normal wrecks is usually pointless for monetary value whereas the station could certainly use for example, an additional microwave, vendor or even shittle part - it's a delicate balance, we don't want cargo itself to go out of work either

@ScarKy0
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ScarKy0 commented Sep 23, 2024

Welp time to stop playing atmos

@metalgearsloth
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artifact research spam, around 5-10 (predominately handhelds due to mining) + artifexium
bounties (massively parallel, too)
board printing from factorio
selling the robusttoolbox codebase to EA in hopes of sealing the fates of [REDACTED] and [PROJECT EXPUNGED]
miscellaneous econ quirks like selling reinforced plasma glass for 660/stack instead of like 200
mass producing ammonia

You listed either cargo gameplay, atmos again, or bugs.

@ScarKy0
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ScarKy0 commented Sep 23, 2024

I ask for maintainers to please consider the fact atmos has nothing to do except frezon

Either make the selling price 10x lower OR 5x the trit amount, doing both is a terrible idea
Personally I just wont play atmos anymore after this because CE can do their job in 5 minutes with nothing to do for the rest of the shift

Nerf frezon when atmos gets more wacky gasses to make, thanks

@BasedUser
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BasedUser commented Sep 23, 2024

You listed either cargo gameplay, atmos again, or bugs.

science, cargo, bugs, exploits, bugs and anybody with a single stack of steel, in that order - in either case i don't see why atmos should be nerfed harder than 0.3/mol - at that point just remove atmos as a role by merging it into engi

@Krovotushka
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I ask for maintainers to please consider the fact atmos has nothing to do except frezon

Either make the selling price 10x lower OR 5x the trit amount, doing both is a terrible idea Personally I just wont play atmos anymore after this because CE can do their job in 5 minutes with nothing to do for the rest of the shift

Nerf frezon when atmos gets more wacky gasses to make, thanks

MAYBE doing their actual job (fixing spacings and other atmos problems) is what they were intended for but i dunno :3

Im fucking tired of seeing atmos technicians doing nothing except of frezon and just making engineers do all the work

@Ilya246
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Ilya246 commented Sep 23, 2024

Either make the selling price 10x lower OR 5x the trit amount, doing both is a terrible idea

it'll be fine i did the math, the issue is that it'll be fine for expert atmos players who know how to not waste plasma and trit in the production chain

@BasedUser
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BasedUser commented Sep 23, 2024

the issue is that it'll be fine for expert atmos players

why are we pushing the skill ceiling even higher when we should be dropping the skill floor so this shit never happens in the first place

@Krovotushka
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I also do have another suggestion: make frezon production harder and decrease price just a little bit, cargo having 200k+ spesos at 30th minute of the round is just uninteresting

@Krovotushka
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Krovotushka commented Sep 23, 2024

I also do have another suggestion: make frezon production harder and decrease price just a little bit, cargo having 200k+ spesos at 30th minute of the round is just uninteresting

Like, make it require more tritium or something like that

Also i just got an idea that frezon reaction would need temperature below -202°C so that atmos would need to cooperate with science to get hellfire freezers or something, many ways to not kill frezon production and nerf it at the same time

@BasedUser
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BasedUser commented Sep 23, 2024

I also do have another suggestion: make frezon production harder and decrease price just a little bit, cargo having 200k+ spesos at 30th minute of the round is just uninteresting

Like, make it require more tritium or something like that

which it does with this PR, tritium usage increased 5.66x to 1:8

@deltanedas
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if atmos fixes spacing what do engis do? fix tiders snipped wires? any type of cyborg can do that

@thebadman4662
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if atmos fixes spacing what do engis do? fix tiders snipped wires? any type of cyborg can do that

Fix spacing but worse. Atmos are basically engi 2.0. Holofans, "pocket" EVA suits, access to fire alarms, firelo... oh.

@Golinth
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Golinth commented Sep 23, 2024

As much as it sucks to have a gameplay loop “gutted” and given no real reason to exist, the overpowered bullshit of giving cargo hundreds of thousands of spesos every shift it absurd and needs to be removed. More atmos gameplay can be added later, but it’s actively ruining cargo gameplay now.

@BasedUser
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BasedUser commented Sep 23, 2024

As much as it sucks to have a gameplay loop “gutted” and given no real reason to exist, ...

notice how people say 0 bad and not 0.3 bad

@Golinth
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Golinth commented Sep 23, 2024

notice how people say 0 bad and not 0.3 bad

I have no idea what you mean by this

@superjj18
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Hard agree with this PR. Really tired of seeing my atmos coworkers cooped up in atmos all shift making frezon to sell thats it.

There's not really an issue with atmos working in their department with gasses. Thats kinda their job. Either frezon or teg. Otherwise they are just a senior engineer.

Atmos network panel gonna be great for atmos actually keeping atmosphere livable even after distro gets damaged. Distro is atmos’ absolute top priority, they usually just don’t care about it because once’s it’s damaged it’s nearly impossible to fix unless you know exactly where it’s damaged. The Network console will make this so much easier

@Sarahon
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Sarahon commented Sep 25, 2024

Hard agree with this PR. Really tired of seeing my atmos coworkers cooped up in atmos all shift making frezon to sell thats it.

There's not really an issue with atmos working in their department with gasses. Thats kinda their job. Either frezon or teg. Otherwise they are just a senior engineer.

I have been playing primarily atmos for close to a year now. I am speaking in the perspective of when I roll atmos in a shift, and have 2-3 other atmos with me. Frezon was cool for like a month. The primary issue I have with it is when all the steel is immediately taken and that one guy makes an entire loop in ~10 minutes(I have literally experienced this so many times.) and prevents me from efficiently getting the TEG up because engineering might not be reliable. This PR will reduce incentive for atmosians to literally just be completely useless or massive nuisances. Mass meteor event, atmos is probably still selling their shit to cargo while engineers are off doing their thing. If you ask them for one simple thing they either ignore you or don't do it. Or both. I've been told people have been ignored when they're newbies in atmos, asking questions, in favor of their coworkers rushing frezon. Not even going to mention completely fucking over cargo gameplay.

In the end this is just atmospherics being fundamentally flawed as a subdepartment but that's a discussion for another day. PR good.

it's really not hard to tell them to readjust so you can add oxygen to your TEG...no idea what you're talking about here? If they don't listen then do it by force or tell CE. This is a purely IC issue and doesn't justify ruining the 1 other thing atmos has besides TEG.

@BasedUser
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BasedUser commented Sep 25, 2024

endofatmos
sorry i had to

the state of the ideaguys in this discussion can all be summarized to this:

economy.webm

@Sarahon
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Sarahon commented Sep 25, 2024

Hard agree with this PR. Really tired of seeing my atmos coworkers cooped up in atmos all shift making frezon to sell thats it.

That is hilarious...Atmos being inside of atmos is exactly 1 reason you don't get plasma gassed over and over in distro, because somebody is actually looking after it lmfao. Crazy how you think this is a negative. Imagine if engineers care enough to check on the PA every so often to make sure somebody didn't sabotage it!

@thebadman4662
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Hard agree with this PR. Really tired of seeing my atmos coworkers cooped up in atmos all shift making frezon to sell thats it.

That is hilarious...Atmos being inside of atmos is exactly 1 reason you don't get plasma gassed over and over in distro, because somebody is actually looking after it lmfao. Crazy how you think this is a negative. Imagine if engineers care enough to check on the PA every so often to make sure somebody didn't sabotage it!

Antags having opportunities to do sabotage and not get caught without harming anyone is totally a positive, yes.

@marc-pelletier
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Hard agree with this PR. Really tired of seeing my atmos coworkers cooped up in atmos all shift making frezon to sell thats it.

Being in and around atmos all shift is why I'm usually the one to check on radiation collectors and telling engineers when they need to be refilled, and why I'm usually the one to answer "engi to front" calls. There should be engineers that have a reason to be in and around engineering all shift, just like there are reasons for cargo techs to be in cargo all shift, doctors to be in medical all shift, scientists in research all shift. Killing the reason to make tritium and frezon basically removes that entirely, as there are no other reasons for anyone to remain in engineering, while also removing a mechanic that increases cooperation and interaction between departments. Good luck to scientists asking for co2 or plasma being able to get it in any kind of timely manner when the entirety of engineering is completely barren.

A rebalance is fine, but if too harsh, should be quickly met with more reasons for atmos to continue their current play style. More gases with more beneficial uses that can aid departments other than solely cargo, such as gases that can be condensed into worthwhile components for chem to use, or beneficial gases that can be mixed into tanks by atmos themselves that they can distribute to the crew. If things like that were introduced, we would want frezon prices to be rebalanced anyway.

@cohanna
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cohanna commented Sep 25, 2024

Antags having opportunities to do sabotage and not get caught without harming anyone is totally a positive, yes.

-"Not harm anyone"
-Plasmafloods
:godo:

But in all seriousness atmos has a fireaxe for a reason. There's meant to be atmos techs in atmos. They are like the wardens of the air supply.

@deepdarkdepths
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Hard agree with this PR. Really tired of seeing my atmos coworkers cooped up in atmos all shift making frezon to sell thats it.

That is hilarious...Atmos being inside of atmos is exactly 1 reason you don't get plasma gassed over and over in distro, because somebody is actually looking after it lmfao. Crazy how you think this is a negative. Imagine if engineers care enough to check on the PA every so often to make sure somebody didn't sabotage it!

I never said it was wrong to hang around a you know.. high risk area where the station's air supply is located. I acknowledge the fact that it's meant to be guarded.
I've already explained why "muh frezon" is bad. Atmos techs hanging where they're supposed to be is not a bad thing. The problem is when they get tunnel vision on their funny gas. Nothing more.

@slarticodefast
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slarticodefast commented Sep 26, 2024

I brought this up for maintainer discussion and the decision was to merge this PR.
As much as I like making cargo extremely rich myself when playing atmos, it also completely breaks the game's balance and obsoletes cargo bounties and salvage earning money for the station.
Reducing the frezon production ratio from tritium also puts more focus on optimizing the burn chamber. At the moment you only need a few moles of tritium to get insane amounts of frezon out of it.
Thank you for your contribution.

@slarticodefast slarticodefast merged commit fd1f4a3 into space-wizards:master Sep 26, 2024
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@deltanedas deltanedas deleted the patch-2 branch September 26, 2024 12:50
@SpaceTimeNow
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I love how the only option are overpowered or useless, what if there was an in between? The reality is that making frezon is quite the process and you do not directly get anything out of it. People will just stop making it, again.

@cdb0499
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cdb0499 commented Sep 26, 2024

I love how the only option are overpowered or useless, what if there was an in between? The reality is that making frezon is quite the process and you do not directly get anything out of it. People will just stop making it, again.

Hard agree, I do not understand why in a project where such adjustments can be made that such an extreme hand in balance "needs" to be taken. Decreasing the worth of Frezon to a TENTH of what it was previously and making the relative cost of making it in terms of plasma usage increase by almost six times is absurd. I cannot understand the mindset of completely removing department features without even attempting to reasonably balance them.

@Ilya246
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Ilya246 commented Sep 26, 2024

I love how the only option are overpowered or useless, what if there was an in between? The reality is that making frezon is quite the process and you do not directly get anything out of it. People will just stop making it, again.

the issue is that unfortunately atmos is currently in a state that requires things like this to have to be balanced with the best-possible numbers in mind and not what the average atmosian can do, the disparity between the atmos skill floor and skill ceiling is gigantic; the best atmosians also play very often so even if something can only be done by the best possible atmosian you will see it rather often, however everyone else will just lack the skill to do it; you can't at the same time have even average atmosians be able to make money with frezon and have rounds not constantly have cargo be swimming in millions

however i do agree that this nerf may have been too harsh, and i even admit that it was intentionally potentially harsh to see how much money people make with this to see how it turns out (the numbers provided in the "balancing" section may turn out to be off by as much as ~1.5x towards either side, assuming no fundamentally different techniques such as different chamber designs are used, it was very approximate math because atmos is just like that) and slightly buff it later if needed

how to fix this whole thing? attempt to make atmos more accessible and make pipe layers and RPD into a thing, as i said earlier; just find ways to bring the skill floor closer to the skill ceiling

@Ilya246
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Ilya246 commented Sep 26, 2024

otherwise, i may later attempt to experiment with making atmos come with 0 starting plasma other than canisters but make frezon sell for more so cargo can invest into atmos to get money back and it'd be fine if cargo made lots (though maybe not overly lots?) of money that way

@SpaceTimeNow
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I am not sure how real the fear is that people will flood cargo with frezon. I have seen quite a few people holding back further cans because they don't want to invalidate cargo. So i think reducing the price of frezon somewhat more reasonably would already solve the issue.

That being said, if the goal is to cap the amount of frezon then i would additionally reduce the amount of plasma available on round start. I am not sure how much of an impact the burn chamber design has on trit generation but if possible i would reduce the variance between good and bad designs

OR:
Sending frezon to cargo is boring anyway, atmos techs usually get nothing out of it. Maybe all of this could be turned into a win/win and used to fix an issue i see with the current gas supplies on the station. Effectively having infinite O2 and N2 is super boring. It makes for the lamest distro, waste, teg setups because scarcity is non existent. If N2 and O2 gas production was somehow linked to spending other gases then there could be a nice game loop. Maybe having a machine which you could "sell" and "buy" gases with some sort of gas coins or whatever, or directly run gas miners on plasma, trit, frezon with different effectiveness. Such that if you have no active atmos tech you would have to pump all your plasma in air generation at a bad ratio and you cannot run a teg and run the risk of running out of air

Ilya246 added a commit to Ilya246/space-station-14 that referenced this pull request Oct 7, 2024
…ds#32407)

* lower gas prices

* set trit ratio from 1:50 to 1:8
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 4, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 4, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 4, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 5, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 5, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 5, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 5, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 5, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 5, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
darkrell pushed a commit to ss14Starlight/space-station-14 that referenced this pull request Nov 5, 2024
cyber limbs and medSci
Add surgery
Add rollup sleeves
remap packed
mapping (LuxikMC)
Fixed several bugs.
Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production.
Added new sound effects for Cyclorite emotions.
Reflector
Mentoring
Discord
status webhook
allow aghost, sm, remap
faction for mech
cyclorite
Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)"

This reverts commit fd1f4a3.
Revert "remove thief figurine objective (space-wizards#32413)"

This reverts commit 7d4ea96.
Fixed a texture issue with damaged diagonal windows on the shuttle.
Corrected the localization for the names of a few voices.
Slightly reduced the bitrate of audio files.
Added tts to AI, corrected source for eye
survival box for felionoids
added a few new voices, and now the grand total is 259
Implemented higher-quality audio stream re-encoding
Fixed an issue preventing borgs and AI from using the radio.
radio effect
Abyss
Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously).
new dungeon map ship wreck
new dungeon map
New life
new clocks
- Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets.
- Fixed a bug that caused Syndicate maps to have Soviet loot.
- Significantly increased Syndicate loot (a nerf might be necessary in the future).
- Minor changes made to both maps.
- Approximately 40% completion on the second Soviet map, "Field Camp."
- As always, integrated all changes from the official repository.
some nerf
Compleated Soviet stronghold dungeon
Compleated sindicate stronghold dungeon
Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger.
Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time.
Reduced the amount of light on the shuttle following complaints.
Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer.
Added internal cabinets to the shuttle due to a critical lack of space, even with its current size.
Approximately 75% of the templates for generating the Syndicate dungeon have been completed.
Added two Syndicate members equipped with laser weapons.
- Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible.
- Missions involving the Syndicate always have a normal atmosphere.
- Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels.
- Fixed an error displaying the wrong faction.
- Cosmetic changes in the mission UI.
- Integrated all recent official updates.
Added syndicate faction in missions.
Mobs can now chamber a cartridge,
missions of varying difficulty are included
All alerts are now voiced using text-to-speech.
Replaced the existing voiced alert sounds with placeholder sounds; to be improved later.
Added three new male voices, including one resembling Rick Sanchez.
Added emotions and sounds for felionoids
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Atmos gas selling needs to be nerfed again