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

Expansion of the Emergency Response Corps (TAKE TWO) #4320

Merged
merged 57 commits into from
Dec 15, 2024

Conversation

SirNightKnight
Copy link
Collaborator

@SirNightKnight SirNightKnight commented Nov 21, 2024

About The Pull Request

Lotta changes so here's a big old list:

  • Added more ERT levels along with custom shuttles for said ERTs.
  • Added ERT space suits for the lower level ERTs. Basic security grade armour, integrated helmet light, emp and rad proof and can withstand high temperatures.
  • The tactical energy gun now uses an upgraded cell. 30 lasers shots.
  • Added variables for custom ghost poll titles and icons to the ERT datum templates.
  • Randomly decided to implement the unused remote sprites we have in the code and give the omni tool a new description.
  • Changed the ordering of the mech hydraulic clamp logic aswell as fixed(?) the KILLER CLAMP. Also increased the damage of the KILLER CLAMP and it can now damage mechs on harm mode.
  • Added a higher tier of mech drill. The adamantine drill, mostly for the DEATH-RIPLEY. It's pretty stupid and admin-only.
  • Added sounds for drilling through walls with a mech drill.
  • Fixed the heavy pulse laser not applying damage while increasing it's damage.
  • Lowered the explosion damage of pulse lasers. Medium to low explosion. So it won't turn the station into swiss cheese after frequent use.
  • Added a tactical stripe to the front of ERT backpacks and added a few more variants.
  • Added an NT box and NT logo illustration to box.dmi
  • Added duster implants, currently only given to a deathsquad variant. Like the explosive implant Syndicate operatives get but less messy.
  • Made an "elite" version of deathsquads that are way scarier. (Their biggest weakness isn't slipping)
  • Added a green ERT gas mask, a SWAT mask subtype.
  • Added more ERT job datums.
  • Made the tactical combat uniforms unadjustable so their sprite doesn't break.
  • Fixed decals not rotating on shuttle move.
  • Added ACCESS_BLUESHIELD and ACCESS_NT_REPRESENTATVE to COMMAND_ACCESS and REGION_COMMAND
  • Added ACCESS_BRIG_PHYSICIAN to COMMON_ACCESS and REGION_ACCESS_MEDBAY
  • Added a ACCESS_CENT_SPECOPS map helper.
  • Added an ERT greet sound.

I think that's all?...

Oh and I partially ported over the janitorial mister from TG. It's just missing from the research web and lathes.

Why It's Good For The Game

ERTs are cool + bug fixes.

Changelog

🆑
add: Nanotrasen has found the budget to improve on it's Emergency Response Corps.
balance: Nanotrasen has re-evaluated it's pulse weaponry and has lowered the explosive impact of pulse beams after finding the resulting damage too costly to repair.

balance: FEAR THE DEATH-RIPLEY!!

fix: Shuttle decals properly rotate on shuttle move.
fix: Made the tactical combat uniforms unadjustable so their sprite doesn't break.
sound: The newers ERTs now have a greet sound.
code: Changed the logic ordering of the mech hydraulic clamp.
/:cl:

@Kitsunemitsu
Copy link
Collaborator

This specifically I'd atomize into it's own PR;

Added sounds for drilling through walls with a mech drill.
It could probably get merged way faster than this massive PR

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Expansion Some addons for a big new thing Major
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants