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Security Vouchers + Security Balance/QoL Pass + Random Head Overlay Bug Fix #4721
Merged
ThePooba
merged 30 commits into
Monkestation:master
from
SirNightKnight:NK-sec_vouchers
Jan 17, 2025
Merged
Security Vouchers + Security Balance/QoL Pass + Random Head Overlay Bug Fix #4721
ThePooba
merged 30 commits into
Monkestation:master
from
SirNightKnight:NK-sec_vouchers
Jan 17, 2025
+986
−143
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Please update your changelog. |
I will once I finish making file changes, posted it so I can see if the checks pass |
This was referenced Jan 15, 2025
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This was referenced Jan 17, 2025
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About The Pull Request
Ports (Deviated to make the the features work here along with improvements)
-tgstation/tgstation#85062
-tgstation/tgstation#84118
Security Voucher System
Instead of Security Officers getting a Paco as part of their outfit they get a primary and utility voucher to use with a SecTech vendor. The primary vouchers redeems one non-lethal weapon from the following options: disabler (comes with a holster), disabler SMG, hybrid taser, Paco with two rubber mags, or a strobe riot shield. The utility voucher redeems one utility item from the following options: nightvision sechud (keep in mind the trade off is it is weak to flashes), security holoprojector, citationinator, box of donuts, box of flashbangs, box of security smoke grenades, two barrier grenades, security webbing, justice helmet & SWAT mask, pair pinpointer set (unused item where the pinpointers point to each other, perfect for buddy cop duos), gripper gloves, SWAT helmet & SWAT mask, or a security laptop (laptop with security software preloaded on it).
Security Assistant Voucher
Security Assistants get a special, premium paper voucher... which redeems a kit at a SecTech vendor and has the following options:
Security Cap, security wintercoat, black gloves, thermal balaclava, seclite, radio, crowbar, and a box of donuts
Cargo teleporter (gotta move those bitrunning crates), clipboard (epic gamer scoreboard),
free snackbox of crayons, box of plushies, and a security laptop.Tape recorder, spare tape, folder for tape logs, camera, box of evidence bags, latex gloves, binoculars, and to get that all but necessary detective habit of smoking started... a pack of candy cigs and a cheap lighter.
Surplus armor vest and helmet, space law book, pair pinpointer set, and an old taser (this thing is more likely to get the person firing it killed than tase someone).
DRAGnet Netting Changes
DRAGnets can now link up to beacons that can either be bought from a SecTech vendor or printed at the security lathe once researched. So instead of using the teleporter system (which nobody ever does because of how painful it is and the reliance on command to fork over the main teleporter calibration), the DRAGnet will teleport people netted to the correspondingly linked beacon. Only anchored beacons can be linked to, unanchoring a beacon breaks all it's links, if a DRAGnet's beacon link is broken it causes an alert on the DRAGnet (so you don't randomly start teleporting people to space on accident), you can also lock the beacon using a security ID once it's anchored so a random assistant can't unwrench it. The exception to unwrenching a beacon breaking all it's links is if it's emagged. Emagging a DRAGnet beacon keeps the links intact if it's unanchored, fries the ID controls (unlocks it and keeps it unlocked forever), and it can be used as a teleport location even if unanchored. EMPs unlock beacons and break all their links.
Netting shot was fixed too so it now deals it's whopping 10 stamina damage again for each of the 6 projectiles. Another thing I did was make the netting cuff anyone it teleports, but the cuffs have a 15 second breakout time. The idea of it is so the warden has time to go and process people teleported to a DRAGnet beacon without that much complication if they are fast enough. Nets take 4 seconds to activate.
Security Barrier QoL
Security barriers now have a lock. Swiping an ID on a security barrier unlocks it and lower it's bolts, allowing for people and objects to pass through it. Unlocked barriers can be unanchored using a wrench and moved around. Barriers now have an even 200 health which is an increase from the old 180 health they had, they are also more resistant to ranged attacks. EMPs unlock the barrier. REMINDER: Security barriers take 5 seconds to raise their bolts once deployed. Added sounds for the locking and unlocking of a security barrier.
Taser & Hybrid Taser Balance Change
Tasers and hybrid tasers have a 1 second wind up before shooting their electrodes. This is accompanied by a loud, PTSD inducing for some, charge up sound to alert people they are about to face the wrath of the golden bolt.
ALL OTHER WEAPONS THAT USE TASERSHOT DO NOT HAVE THIS WIND UP.
Except the sec cyborg taser but pretty sure that has been long since taken from them.
Balance Changes
Misc. QoL Changes
Misc. Changes
-Fixed head overlays rotating separate to the head when thrown.
Why It's Good For The Game
Most of these changes were done to give more utility to security and make underused items a more considered option. The voucher system was made so officers have more options than just their Paco's roundstart aswell as make the role more interesting with the options for equipment presented roundstart. Giving security assistant's voucher kits was done to make the role have more to do. One change I will comment on is the addition of two mindshield implants to the SecTech vendor. I think it allows for more antagonist freedom with gimmicks and makes dealing with certain antagonist less of a hassle (less reason to just keep them dead instead of go through the effort of deconverting them. An example of this being good for antag gimmicks is that they have a more reliable method of getting a mindshield to do stuff like impersonation and stealth. Killed a security member? Rush to the SecTech vendor in time and you can have a way easier time of impersonating them.
Changelog
🆑
add: Replaced officer's Pacos with a voucher system. Security Assistants get a special voucher that can redeem kits.
add: Reworked the DRAGnet's netting shot, DRAGnets can now be linked to DRAGnet beacons.
fix: Fixed DRAGnet's netting shot not doing stamina damage.
balance: Tasers and hybrid tasers have a one second audible wind up before shooting.
fix: Fixed the ablative coat and reflective vests not properly reflecting lasers. Both now have guaranteed laser reflect. Only one ablative coat exists and that's in the armoury (covers everything). Reflector vests have to be ordered from cargo (only covers the arms and chest).
balance: Grenade launchers (armoury one) is now a medium item. Meaning it can fit in your bag.
balance: Gripper gloves have +2 tackling mod instead of 0. Hopefully this makes them useful and not overlooked. Gorilla gloves are still superior.
balance: Donut boxes are slightly cheaper.
balance: Doubled the energy cost of snare shot on DRAGnets.
balance: Lawbringer smokeshot now uses bad smoke (The smoke that smoke grenades use).
balance: SecTech Quantity Changes: sixteen zipties instead of ten, seven flashbangs instead of four, six flashes instead of five, fourteen Paco rubber mags instead of fifteen .
balance: Pepperspray backpack tanks don't slow you down anymore.
qol: Sechailers and Whistles auto-hail when pointing at someone aswell as provide a visual indicator that the person being pointed at is being hailed.
qol: Re-arranged the outfit pockets of the Warden, HoS, and Security Officer. Flashers are in your left pocket and handcuffs are in your right pocket. Flash first then cuff.
qol: Engineering and security holobarriers can be toggled from a distance with the corresponding holoprojector to enable passthrough.
qol: You can now shoot over holobarriers
image: New sprite for medical holobarriers. Has a denied entry icon state.
qol: Moved all clothing, except for hailers, from the SecTech to the SecDrobe.
balance: Moved tasers and disabler SMGs out of the armoury section to the security section. Reason being they are both non-lethal weapons and disablers aren't an armoury order.
add: Added a hybrid taser crate. 1200 credits for 3 hybrid tasers. It's a security order.
balance: Rubbershot casings have one more rubbershot pellet. Lowered the brute damage of rubbershot pellets to two.
balance: Security survival boxes now have radios.
balance: Lowered the cost of security webbing from 300 to 200 credits.
balance: DRAGnet crates have two DRAGnets instead of three. The crate also now comes with a DRAGnet beacon.
add: Renamed the russian balaclava to thermal balaclava. It also now gives a minor amount of cold protection.
qol: Balaclavas are now drawn under glasses instead of on-top.
balance: Replaced the spare Paco rubber mag in security lockers with a thermal balaclava.
balance: Added two extra donut boxes to the contraband section of the SecTech vendor.
add: Added two security holobarrier projectors, two security laptops, seven security smoke grenades (reskinned smoke bombs), two pair pinpointer sets, three DRAGnet beacons, three whistles, and two mindshields to the SecTech vendor.
add: Security Assistants now have security red sneakers instead of black shoes.
balance: Security Assistants get a normal survival box instead of a security one. They also now get a whistle to make up for the lost sechailer.
qol: Security barriers can now be unlocked by swiping an ID with security access. They can also be unwrenched.
balance: Increased the integrity of security barriers slightly. They are also more resistant to ranged attacks.
balance: Bulletproof armour now has 25 wound protection instead of 20.
fix: Fixed head overlays rotating separate to the head when thrown.
/:cl: