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The Event Horizon rifle kit is no longer researchable. The rifle is now a research-cache unique with three shots, no recharge, a minute between shots, on-screen range and a reality tear that no longer gibs mobs. Anomaly cores are scarce again. Cargo no longer sells raw cores. Boffin sells a limited weighted rotation of raw cores and anomaly charts, priced by rarity. A chart points the buying ship at a planet or derelict, and the anomaly only appears when that ship docks there. Planets get all nine anomaly types on a per-planet chance by zone; they move and keep their stock effects but stay on their site. The planetary pyroclastic anomaly shoots flame jets instead of venting plasma.
The rifle keeps its upstream scope and range again, with 20 seconds between shots instead of a minute. Whoever the beam hits takes enough burn damage to die without being gibbed. The rifle can no longer be mounted in an emitter or turret, which fired it on their own power and skipped the shot limit and cooldown.
…ularization check
# Conflicts: # tools/ci/modularization_exceptions.json
# Conflicts: # code/modules/unit_tests/_unit_tests.dm # tools/ci/modularization_exceptions.json
…issioning from drafting other crews, and name the crew leader
… cleanup, ship descriptions and the reviver override
…ent deliveries, contracts after zones, honored account choice, clearance notices and cap tooltips
…d market materials have a minimum price
The checkpoint no longer moves people or things. A refused chamber keeps its inner door shut, says why, and holds the outer door open until whatever it refused has been carried out; a gun left on the floor keeps failing the scan. Doors wait for a clear doorway instead of pushing anyone out of it. The scan arches are gone. Each chamber has marked floor tiles and one weapons scanner on its wall; a scan shows as a beam of light sweeping the chamber, then a green or red wash. NPCs never work the doors by walking into them, a refused walk into a door shows at most once every two seconds and not at all mid-cycle, and pathing keeps NPCs out of chambers, and ambient NPCs out of exit gates unless they are leaving.
…e concourse side Ambient NPCs stepping off the lift in the checkpoint lobby now go through the checkpoint the way a player does: one request per door, in once the outer door is open, a wait through the scan, out once it passes. They never walk into a shut door, and give up and go back down the lift if they cannot get through. The barback stops escorting a drunk at the checkpoint, dock workers pick up convoy crates just inside it instead of beside the lift, and bounty fugitives no longer pick spots in the lobby or a chamber to blend in.
…utation tooltip when reputation is the reason
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This is very much in progress and many of the things in the description will be changed and adjusted.
A full balance pass on money, gear, research, missions and NPCs, built around the 6-hour round. Strong crews no longer have top-tier gear within the first hour or two. Instead, gear comes in steps you earn by working your way out from the green zone, and the dangerous zones pay better. Green-zone crews can still get every kind of resource.
Goals
Round length
Money and trade
Research
Ore and mining
Anomalies
Weapons and gear
Missions and bounties
Zones and reputation
Survival, cyberware and nanites
NPCs
Fixes
Upstream tg files touched (all marked VOIDCREW EDIT)
code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm,code/controllers/subsystem/stock_market.dm,code/datums/components/spawner.dm,code/datums/mapgen/CaveGenerator.dm,code/game/machinery/computer/crew.dm,code/game/objects/effects/spawners/random/random.dm,code/game/objects/items/defib.dm,code/game/objects/structures/lavaland/ore_vent.dm,code/game/turfs/closed/minerals.dm,code/modules/admin/team_panel.dm,code/modules/admin/topic.dm,code/modules/admin/verbs/debug.dm,code/modules/admin/verbs/secrets.dm,code/modules/jobs/job_types/chaplain/chaplain.dm,code/modules/mining/equipment/monster_organs/regenerative_core.dm,code/modules/mining/machine_redemption.dm,code/modules/mob/living/basic/icemoon/ice_demon/ice_demon.dm,code/modules/mob/living/basic/lavaland/hivelord/hivelord.dm,code/modules/mob/living/basic/lavaland/hivelord/spawn_hivelord_brood.dm,code/modules/mob/living/basic/lavaland/legion/legion_brood.dm,code/modules/mob/living/basic/lavaland/legion/legion_tumour.dm,code/modules/mob/living/basic/lavaland/legion/spawn_legions.dm,code/modules/mob/living/living.dm,code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm,code/modules/power/supermatter/supermatter_extra_effects.dm,code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm,code/modules/research/techweb/_techweb.dm,code/modules/spells/spell_types/conjure/_conjure.dm,code/modules/surgery/organs/internal/cyberimp/augments_chest.dm,code/modules/surgery/revival.dmChangelog
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balance: Money, research, missions and gear are paced across the 6-hour round. Dangerous zones pay more, and green keeps every resource.
balance: The mining console bill is 500 credits for 2,000 points, materials market prices are lower and booms are smaller.
balance: Traders charge less for everyday supplies, outpost fees are lower, and cargo no longer pays for the gas in canisters.
balance: The survey console pays research only, and survey scanners wear out a site.
balance: Ore is spread by zone, asteroid fields don't respawn, and ore vents run dry.
balance: Melee weapons and guns found, bought or looted are tiered by zone.
balance: Military and explosive ammunition research needs crew reputation, and lair clears and criminal bounties earn reputation.
balance: Mission pay climbs with zone danger, the rarest prizes come only from dangerous guarded jobs, and pirate bounties pay less.
balance: NPCs in dangerous zones are tougher instead of more numerous.
balance: Cyberware capacity counts everything installed, including nanite programs, and nanite armor costs nanites per hit.
add: Crews earn a zone reputation that opens better contracts, trader stock and research. Reputation stays with the crew when its ship is lost.
add: A crew can run more than one ship, and each player belongs to one crew at a time. Only the crew's leader adds ships.
add: Trader outposts have guarded weapons checkpoints with gun lockers and personal weapons permits. Armed trespassers are treated as hostile.
add: Rounds end with a fleet jump at six hours.
del: Gun schematics, receiver printing, the schematic imprinter and the cargo security catalog are gone.
del: High-end MODsuits and the strongest melee weapons no longer sit in ruins or on hulls.
fix: The reviver implant no longer loops revives into critical condition, and the nanite defibrillator follows defibrillator rules.
fix: Cargo loans pay their bonus once, and kill contracts can't be farmed by leaving and coming back.
fix: The voltaic cyberheart, the Monitoring, spreading and Sting nanite programs, and several cyberware shutdown gaps work again.
fix: The first chaplain gets a null rod, and missing sabres and surgery kits spawn on their ships.
/:cl: