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Hyperviolence, human NPCs, cyberware lines and bounty chrome - #512

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@Jackriip Jackriip commented Nov 10, 2026 •

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Fights with NPCs now have the same gore as fights with players, because the NPCs are people. Mantis Blades, the Widowline and Gorilla Arms get their own kills, chrome comes in cheaper street models with a street ripperdoc and a wheel to drive it, and bounty criminals carry the same chrome and fight with it.

Replaces #509, #508, #507 and #503, and includes #500 (pirate raider AI). Also merged in: #501 (mission waves by drop pod or from the ground), #502 (gun feel), #504 (more immersive missions), #510 (Nova Sector and Shiptest guns), #516 (traders pay for rare goods), #529 (rescued strays thank the crew with ship parts) and #532 (rescued survivors raise the crew's reputation).

Not playtested as a whole.

Every GIF below is recorded in the game. Most show four pairs at once, one for each facing.

Mantis Blades

An ordinary hit swings the blade, and only the blade that cut carries blood. Cuts can tear arteries, a charged leap pounces further, a lunge onto someone already hurt impales them on both blades (pinned to a wall if there is one behind them), and the X-slash crosses both blades over the target. The blades pass behind bodies where they should and lie along the forearm in every facing.

Swings

mantis swings

Unfold and fold

mantis unfold fold

Lunge

mantis lunge

Charged leap

mantis charged leap

Impaling lunge on someone hurt

mantis impale

Impaling lunge against a wall

mantis impale wall pin

X-slash, on a burning target

mantis xslash burning

X-slash on a leg

mantis xslash leg

Torn artery in the neck: a spurt, then the blood runs down the body

mantis torn artery neck

Scissor finisher on someone helpless

mantis scissor

Models. Shiv Blades are a street pair with a weaker blade and no lunge or finishers. Scorch Blades set targets alight on every cut and lunge, throw embers, and never take blood.

Scorch Blades lunge

scorch lunge

Shiv Blades swing

shiv swing

Widowline

Rebuilt as a thin laser wire with its own deploy and retract sounds. An aimed cut at a hurt arm or leg severs it cleanly: the limb falls and lies where it lands, and someone who loses a leg goes down. Two wires make a crossing cut. A cut carries on through the target into one person standing directly behind them, for 75% of the damage, and never takes a limb off that second person. Nobody else around the target is touched, and the garrote cuts only its victim.

Sever an arm

widowline sever arm

Sever a leg: the victim goes down

widowline sever leg

Sever an arm off someone lying down

widowline sever lying

Through-cut into the body behind

widowline through cut

Garrote. Someone helpless and lying on the floor can be garroted: the wire is thrown round the neck and pulled in. The base Widowline slits the throat, unless the victim is in hard crit, when it takes the head. The Widowline Arc always takes the head. An Atlas frame keeps the head on, and a sealed helmet or an armoured collar turns the wire.

Garrote, base Widowline: the throat

widowline garrote throat

Garrote, Widowline Arc: the head

widowline arc garrote head

Garrote with both wires

widowline garrote dual

Widowline Arc shocks on every landed hit: burn and a short stagger on the living, heavy burn on silicons, mechs and robotic mobs, and a brief short on turrets, consoles and cameras. Outpost property is immune.

Widowline Arc deploy and retract

widowline arc deploy

Widowline Arc sever

widowline arc sever

Gorilla Arms and Brawler myomers

The piston punch draws the arm back and drives the fist onto the part it hits, and goes through the gore layer: repeated hits on one limb break the bone, and a body thrown into a wall takes real wounds and marks the wall. A charged haymaker winds up, swings and follows through. Someone held in an aggressive grab can be slammed onto the floor or a table. There is a ground pound, and three finishers on someone in crit or stunned, picked by the aimed zone: the head clap, the limb rip and the backbreaker. Armour on the part and the Atlas frame turn them aside: a helmet crumples instead of the head bursting, a riot suit dislocates the shoulder instead of losing the arm, and the ribs crack instead of the back. Punches dent airlocks, and the arms pry unbolted doors. A trader outpost's doors refuse a punch or a pry, and trying counts against you.

Brawler myomers are the street model: lighter punches and a lighter grab-slam, no hurl or haymaker. The synced pair forces airlocks slowly and tears a limb off as its finisher.

Piston punch, wall behind the victim

gorilla piston punch

Head clap

gorilla head clap

Head clap on a helmet

gorilla head clap helmet

Limb rip

gorilla limb rip

Brawler limb rip

brawler limb rip

Backbreaker

gorilla backbreaker

Backbreaker on a riot suit

gorilla backbreaker armour

Grab-slam onto the floor (Brawler)

brawler grab slam

Grab-slam onto a table

gorilla slam table

Ground pound (Brawler)

brawler ground pound

Door pry

gorilla door pry

Other cyberware lines

Cheaper chrome models

Six lines of chrome now come in more than one model, so a crew can buy a cheap street model early and climb to the real thing.

  • Cascade lattice: spliced reflex rig (street, credits) and service reflex lattice (vouchers). The street rig's crash slows you instead of dropping you. During the window every model dodges blows and, while you move, ranged fire: 30% for the street rig, 45% for the service lattice and 60% for the Cascade. Your own aimed hits crit more often for the window too. Nothing is dodged once you are down, stunned, cuffed, buckled or held.
  • Redline core: Hothead core (street, credits) and Vanguard core (milspec, vouchers).
  • Ghostskin: Flickerskin weave (street, credits). A shorter, half-faded field that fools eyes but not mobs.
  • Governor Delete: Governor Patch (street, credits) and Governor Bypass (milspec, vouchers).
  • Mantis Blades: Shiv Blades and Scorch Blades.
  • Widowline: Widowline Arc.
  • Gorilla Arms: Brawler myomers.

Splice stocks every model. Street models also turn up in uncommon loot, milspec and service models in prime loot, and the blade and wire models drop with the weapons.

Ratchet's Back Bay at Quartermain

Quartermain Depot has a small street clinic off its upper landing: the Back Bay, run by Ratchet, with its own Chrome Cradle and turret. He sells the credit-priced street models at the same prices as Splice. Both ripperdocs buy back pulled street chrome at half list for credits, including chrome bought at a counter. Voucher chrome is never bought back, and no ledger anywhere will take an organ that is still installed.

The chrome wheel

A radial of every ability your installed chrome carries, on rebindable keys:

  • Chrome wheel (V): hold to open, point at a slice and let go (or click) to pick.
  • Use chrome (Shift+V): fires the picked ability.
  • Use OS chrome (Ctrl+V): fires your OS-slot chrome directly.
  • Arm chrome (Alt+V): puts out the hardware in every arm at once, or stows it all.

A body sits inside a segmented ring, one arc per body region, with each ability's chip on its arc. Chips show cooldown, offline and deployed states. Chrome no longer gets an action button per ability: one Chrome button shows your pick and opens the wheel. Printable tg implants keep their own buttons. A chrome ability waiting for its click takes only that one click: a refused click, a right-click, a stun, death or ten idle seconds drop the aim, and the Chrome button shows the armed ability.

Chrome Read

A chrome read plays out over the subject on the reader's screen instead of in chat. Corner brackets lock on while a red outline of the body pulses inside them, then a panel opens with their name, a socket per piece of hardware framed by grade, a short name list and a load bar. Street optics show static in the sockets and no names. A Ghostskin subject breaks the lock with "NO LOCK". Bystanders see the reader's eyes flicker, and the subject sees their own body flinch red.

cyb chrome read

Optics and camo

  • Optics zoom. Every chrome optic can zoom, further on better optics, from the wheel. You can't shoot while zoomed. Five new optics: Spyglass, Assay optics, Longsight, Marksman link and Lookout.
  • Camo. Ghostskin and better now also hide you from turrets, older mobs and NPCs, except bosses. Anyone within two tiles still sees you. Throwing or taking a hit drops the field.
  • Machine Communion's hack descriptions are shorter.

More chrome

  • New models: Spring calves, Vaulter pistons, Tinker's fingers, Deepcore drill fist, Holdout housing (.38), Hardweave plating, Strut frame, Deep-lung bladder, Heat-sink lining, Frostline lining, Twitchwire, Weaver shunt, Thumper ear.
  • New street pieces at the Back Bay: Clotter node, Adrenal pump, Medic's palms, Cuffer's wrists, Subvocal mic, Muffler ear.
  • The Chrome Cradle fits a second arm housing of the same kind on the free arm.
  • New Mantis Blades and Gorilla Arms art, and Dermal Mesh and Hardweave redrawn as a honeycomb and as rib plates over a weave. Worn chrome draws over the jumpsuit (under suits, armour, gloves and shoes), so arm hardware and glow show over normal clothes. A Mantis housing hides while its blade is out.

Chrome in motion

  • Redline: the nodes flash and run red-hot, the eyes go red inside a red outline, the roar rolls a ring out, and the crash earths the charge through the deck and slumps you.
  • Cascade: the spine lights neck to hips with a time ring at kick-in, afterimages trail you, and it dies on the crash. Lit nodes glow through a backpack.
  • Ghostskin and Flickerskin flicker you in and out.
  • Lazarus node: a magenta charge with arcs crawling over the body, then a white jolt that springs you up.
  • Leaps: Hopper pistons crouch and arc you over to the landing with a shadow under you; the Piledriver slams down with a ring and cracks in the floor.
  • EMP and brownouts: an EMP crackles across your chrome, shuts it off piece by piece and reboots it; in a brownout worn LEDs stutter, dim and come back.
  • Chrome Cradle: the rig's arms carry the ware in and sink it, and the patient glitches as it boots.

Redline, three models

cyb redline

Spine glow through a backpack, in the dark

cyb spine dark

Cascade, street to milspec

cyb cascade models

Ghostskin

cyb ghostskin

Flickerskin

cyb flickerskin

Lazarus node

cyb lazarus

Hopper pistons

cyb hopper

Fixes

  • A ripperdoc trade-in could match and delete an organ still installed in the seller.
  • The Widowline burned and cleaved even on a swing that did not land.
  • A chrome ability that refuses a click no longer lets the click fire a held gun.
  • Chrome can't go into a missing limb, leaps and lunges don't work while stunned, and pacifists can't hurt people with chrome.
  • Deleting a clothed body with worn chrome no longer leaves a dead overlay on the limb.

Gore and executions

Executions

Point-blank with the head or mouth selected on someone helpless, after a short wind-up. The round's damage is doubled at the muzzle, the flash sits at the head and the shot rocks the shooter back, and a big enough hit bursts the head. A laser burns a hole through the skull instead. The brain is thrown out intact, so revival still works.

Every execution and finisher, chrome, garrote, gun or boss, puts a progress bar over the one doing it that everyone in view can see. It fills from the start of the move to the kill and fails if the move is called off.

The Gorilla finishers and the Mantis scissor only start square on: straight north, south, east or west of the victim. From a corner the click is an ordinary blow, and a body dragged onto a corner mid-move is let go. At a trader outpost a chrome finisher counts as an attack.

Progress bars: garrote, head clap, gun execution

execution progress bars

Pistol, victim in crit

exec pistol

Pistol, cuffed victim

exec pistol cuffed

Pistol, stunned victim

exec pistol stunned

Shotgun

exec shotgun

Laser

exec laser

Called off when the gun is dropped

exec called off

Gore

  • One line per hit. The attack and everything it did read as one bold line: "X slashes Y's neck! An artery is torn! The arm is severed!"
  • Blood that goes somewhere. Heavy hits and every killing blow spray blood away from the attacker as cast-off drops. Spray streaks the floor, smears and drips down the first wall, and soaks anyone standing in the way. Pools under bleeding bodies grow and run onto the tiles around them. In zero gravity blood floats as beads, drifts and splits, and lands when gravity comes back.
  • Stumps and skull wounds drawn on the body.
  • Flying gore. Severed limbs and heads fly along the blow that took them off, from where they were on the body, spraying as they go, and stop at walls; heads roll. A burst head throws its gibs and brain out of the head.
  • Hit-stop. A sever, burst or crit freezes both bodies for a beat and flashes the victim. Losing a limb lurches the body toward that side, and a missing leg makes every step dip.
  • Guts. When a chest splits open, the intestines come out with the other organs, tied to the body by a strand that slides across the floor when dragged and can be cut. They can be pushed back in.
  • Aimed crits: tear out an eye, cut out the tongue, slit the throat, tear the aorta, cave in the skull, shatter the jaw. A torn-out eye or tongue comes out of the head. Body armour and cyberware plating stop them. The Atlas frame stops every burst, beheading and spill.
  • NPCs bleed. Organic NPCs and animals splatter, and animals show blood as they get hurt.

Arm cut off

gore sever arm

Head cut off, wall behind

gore sever head wall

Head burst, wall behind

gore burst wall

Killing blow

gore killing blow spray

Spray onto someone standing behind

gore spray bystander

Guts

gore guts

Aimed crit to the mouth

gore crit mouth

Skull wound

gore skull wound

Shotgun kill at point blank

gore kill shotgun

Heavy kill, wall behind

gore kill heavy wall

Boss finishers

The Hoarfrost Matriarch, the Black Knight, the derelict alien empress and the Robust One finish downed victims with a telegraphed move the crew can break. The matriarch mauls and tears a limb off toward her, the Black Knight lifts the victim and cuts them in half, the halves sliding apart, the empress pins them and bites the head off, and the Robust One pins them and pounds the head in. Human bosses use the Black Knight's and the Robust One's moves. A torn part starts where the lifted body holds it.

Hoarfrost Matriarch

boss hoarfrost

Black Knight

boss black knight

Alien empress

boss empress

Robust One

boss robust

Human boss with the Robust One's move

boss robust human

Human NPCs

  • Every human-looking NPC is a real human body with AI. Crit, stamina, stuns, cuffs, wounds, bleeding, medicine, death and revival all work the same as on a player. No custom health pools, fake downed states or immunities.
  • NPC gear stays with the NPC. It can't be stripped, dropped or harvested; only the designed death loot, ship keys and bounty proof drop. Chrome burns out at death, and Splice buys the burnt-out scrap for a little.
  • Pirate crews and boarders run Pirate crew overhaul: hunting AI, real guns, centred ship-to-ship docking #500's crew AI with real guns, real magazines and real reloads. They pry or shoot their way through doors, and boarders wear their faction's space suits.
  • Ruin, planet, mission and hermit NPCs dress by zone, with cold and vacuum gear where they spawn.
  • Armed NPCs react to stun weapons: they take cover from stun shots, charge, and use stimpacks, shakily injecting themselves when hurt.
  • Prison: prisoners and guards are people. Guards can die and are replaced. Kessler staff collect downed experiments with a real dart, and experiment subjects turn on their own body (hulk gene, fly, nightmare).
  • Townsfolk keep one face whether idle, working or dead. Bodies at outposts are swept a few minutes after nobody is looking.
  • NT customs crews, portal storm shocktroopers, shuttle-loan hijackers and Russians are human too.
  • NPCs fire over their own side. An NPC's shots pass over its allies in the way and still hit whoever it aimed at. Players' shots are unchanged.
  • NPCs only land aimed crits if elite or boss, and only bosses execute. Downed NPCs plead, surrender with tg's surrender, and stay where they fall instead of crawling away.
  • Performance: NPCs with no player on their level pause their bodies, and corpses stop ticking. Spawns are spread over ticks.

An NPC injecting itself

npc inject

Bounty criminals with chrome

Bounty targets

  • Criminals go down into real crit, surrender with tg's surrender, and take tg cuffs. Pay is by their condition at the pad: cuffed or stunned 100%, in crit 60%, dead 25%.
  • Criminals hide only aboard plain pirate ships, so their guards are ordinary pirates. Companions come from the same species mix as criminals and wear mixed rough clothes, picked by site.
  • Space suits. Criminals and companions are no longer space immune. At space ruins and on planets with deadly air they arrive suited: soft EVA suits for petty and meek criminals and companions, work modsuits for Wanted criminals, and a locked modsuit matching its kit for each mini-boss. Their suits can't be stripped and don't drop. Once a target is downed, cuffed, stunned or dead, players can put a suit on them through the strip menu.
  • Guns. Two new styles: an SMG that fires bursts, and a .38 revolver. Guns sit on the hip, or slung on the back for shotguns, until a fight; drawing one gives a line and a short delay before the first shot. Bounty pistols fire in strings with a pause between them. At most one companion per posting carries a gun, and the card says who the criminal was seen with: "Seen on Kepler IV with two friends, one armed."
  • A criminal sizes up its posse when the fight starts and is tougher against a bigger one. It never heals for it.

Chrome on criminals

Some criminals carry the same cyberware players buy, installed in their real body, and fight with it. Higher tiers carry it more often, with a chance of a second piece from Wanted up. Companions carry it rarely and never more than one piece. Meek criminals never do. Carriers keep their own clothes, and worn chrome shows over the jumpsuit as it does on a player; a coat or gloves over it come off. NPC chrome never drops.

Every move has a visible wind-up of at least 0.8 s (an outline, a sound, a line), and comes early enough in a fight to matter.

  • Cascade lattice: a spin-up, then a window of double running speed with afterimages and dodging, then a slow crash.
  • Mantis Blades: hardlight blades as their weapon, and a lunge down a line lit on the floor that cuts and knocks down. Step off the line and it misses.
  • Gorilla Arms: a told piston punch that knocks you back, and tg's own aggressive grab that lands two face punches and finishes with a hurl across the room. Resisting and friends pulling you free work as normal. Unbolted airlocks on their own ground get forced open.
  • Redline core: when hurt, a red tell and a roar, a burn in a red outline that ignores stuns, then a collapse long enough to cuff.
  • Meteor Piledriver: a leap at a marked landing area that crushes and knocks down.
  • Lazarus: going down sets off a short charge, then they stand back up. Death or an EMP during the charge stops it; cuffs put on meanwhile stay on.
  • Deadeye: red eyes and a laser lock on one hunter, then homing shots. Breaking line of sight drops the lock.

An EMP knocks a piece out with a sparking malfunction look. Area moves (the landing, the roar, the lunge line) only hit people in the fight.

Fugitives

A chromed fugitive blending in at a trader outpost looks and examines like the decoys around them. When the act drops, the jacket comes off and the chrome shows.

Mini-bosses

  • The whole hunting crew on the site is engaged when a boss turns hostile, so one hunter can't tag it alone and then bring the rest.
  • Shot from somewhere it can't reach, a boss comes through if its kit can (a charge, a grenade, Gorilla Arms smashing glass after a marked wind-up), and otherwise breaks for cover out of sight.
  • Each mini-boss has its own answer to disablers and carries a combat stimpack.
  • The Pyromaniac carries a real flamethrower, a molotov, smoke grenades and a gas mask.
  • The cyberpsycho: a new mini-boss at Most Wanted, the rarest of the kits. Mantis on one arm, Gorilla on the other, the Piledriver, a Lazarus node and Deadeye optics. Its Redline is its second phase, and Lazarus stands it up once. An EMP throws it into a malfunction.

Also

  • Cyber optics read a criminal's or companion's chrome as they read a player's. A criminal notices being read.
  • Criminals, companions, mini-bosses, the kingpin's goons and Club Volga now move at a player's pace when fighting.
  • Bounty Panel: spawn a criminal with chosen chrome (any piece, none, or all), or a cyberpsycho.
  • The wiki's bounty, cyberware, pirate and prison pages are updated.

Game-wide changes

  • Bodies fall. Anyone knocked down or killed falls over instead of snapping flat. Bleeding into crit sags, kneels and goes down; a headshot kill whips the head the way the body falls; a heavy kill throws the body back a tile; bodies fall away from the killing blow and twitch a few times. Corpse poses ease out when the body is moved.
  • Nothing is stunned or slowed by an animation, and screen shake respects tg's screen-shake setting.

Bleeding out

fall bleedout

Bleeding into crit

fall bleed crit

Burn kill

fall burn kill

Credits

  • Blood spray, squirt and wall-splatter art from Azure Peak (Azure-Peak/Azure-Peak, icons/effects/blood.dmi), CC BY-SA 3.0; the spray line, wall splatter and drench code is adapted from the same repository (AGPL-3.0).
  • Zero-gravity blood globules from Paradise (ParadiseSS13/Paradise, icons/effects/blood_weightless.dmi), CC BY-SA 3.0, recoloured; the idea follows Paradise's weightless blood code (AGPL-3.0).
  • Stump and skull-wound art from CM-SS13 (cmss13-devs/cmss13, icons/mob/humans/dam_human.dmi), by the CM-SS13 team, CC BY-SA 3.0. Gun executions follow CM-SS13's battlefield execution code (AGPL-3.0), rewritten for tg's guns.
  • NPC blood overlay art adapted from Aurora.3 (Aurorastation/Aurora.3, icons/mob/npc/blood_overlay.dmi), CC BY-SA 3.0.
  • The finisher framework's design is adapted from Dead Space 13's execution framework (DS-13-Dev-Team/DS13, AGPL-3.0).
  • The hit flinch follows Shiptest's shake animation (AGPL-3.0), rewritten.
  • The tethered guts idea comes from Vanderlin (Monkestation/Vanderlin) and Septic Shock; no code or art is copied.

Changelog

🆑
add: Hits, wounds and severed limbs read as one bold combat line.
add: Blood sprays from heavy hits and killing blows, smears walls, soaks bystanders, pools and spreads, and floats in zero gravity.
add: Bloody stumps and skull wounds show on bodies.
add: Point-blank gun executions on helpless targets; a heavy round bursts the head and a laser burns through it.
add: Executions and finishers show a progress bar over the one doing them to everyone in view.
add: Spilled intestines stay tied to the body and can be cut or pushed back in.
add: Aimed critical wounds: eyes, tongue, throat, aorta, skull and jaw.
add: Some bosses finish downed victims with a telegraphed move.
add: Pirates, criminals, prisoners, guards, townsfolk and other human NPCs are now real people with real wounds, crit, cuffs and medicine.
add: Gore animations: flying limbs and heads, hit-stops, spreading blood, executions and boss finishers.
add: Knocked-down and killed bodies fall over instead of snapping flat.
add: Cheaper street and milspec models of Cascade, Redline, Ghostskin, Governor Delete, Mantis Blades, Widowline and Gorilla Arms.
add: Ratchet's Back Bay, a street ripperdoc at Quartermain Depot. Both ripperdocs buy back pulled street chrome.
add: The chrome wheel (V) and one Chrome button replace an action button per chrome ability.
add: Chrome Read plays out over its subject; optics zoom.
add: Gorilla Arms bone breaks, slams, a haymaker, a ground pound and three finishers; Mantis Blades swings, torn arteries, an impaling lunge, an X-slash and a scissor; a rebuilt Widowline with clean severs, through-cuts and a garrote.
add: Some bounty criminals carry cyberware and fight with it, each move with a visible wind-up.
add: The cyberpsycho, a new Most Wanted mini-boss.
add: Bounty criminals and companions wear space suits where the air would kill them, and can carry SMGs and revolvers.
balance: Bounties pay by the criminal's condition at the pad.
balance: NPC gear can no longer be looted; NPCs drop only their designed loot.
balance: Worn chrome draws over the jumpsuit.
balance: Cascade line windows dodge blows as well as ranged fire, at 30%, 45% and 60% by model, and crit more often.
balance: The Widowline cuts into one person directly behind its target for 75% and never severs them, instead of cleaving everyone around.
balance: NPC shots pass over their own side.
balance: Gorilla finishers and the Mantis scissor only start square on.
fix: An armed chrome ability no longer eats every click until it is used.
fix: A bounty criminal's Gorilla grab hurls its victim again.
fix: A ripperdoc trade-in could delete an organ still installed in the seller.
fix: The Widowline no longer burns and cleaves on a swing that missed.
/:cl:

The two taut strands' neck ends stayed put while the body shook in the hold,
so the wire slid off the neck and back. The shake's jolts are now drawn up
front and shared: the body and the far end of each strand take the same
steps, so the wire stays on the neck. The hand ends stay on the hands.

The body's shake is now its own animation rather than a parallel one: drawn in
parallel, each jolt showed at about twice its size, which nothing following the
jolts could match. A floating body's bob is held off for the shake.
… limb rip and door forcing

Brawler slams 18 floor / 22 table with a 1 s knockdown on a 15 s grab clock,
with a lower lift and a body-fall thud. The synced pair has its own set bonus:
a 60 s pound (6 s stagger, 10 stamina, no daze, nothing moved, smaller ring),
powered airlocks forced in 7 s, and the limb rip as its only finisher. Punches
do 32 to structures, enough to dent plain and reinforced airlocks. Trader
outpost doors refuse a punch as well as a pry, for Gorilla Arms too, and count
it as aggression. Price 2,000 cr the pair, 500 back per arm.
…wler slam crack

A pry click with any arm of the synced pair browned out, EMP'd or failing is an ordinary click on the door.
…ad the wire takes

The throat mark is a thin cut line with one bead and a short drip, a pixel lower than before so it sits on the neck
instead of the mouth. A head the garrote takes leaves a level cut with the spine showing in place of the ragged
stump; heads taken any other way keep the ragged one. A seared neck chars the new stump the same way.
…effects

The map is SIDE_MAP, so the rig's pieces now centre with pixel_w/pixel_z and stand on the
row of the body they sort against. The impale is drawn by the rig from the glide in, the
steel inside the target is cut out by its place along the blade, the near tip shows over
the target's back, the north blades show at the bearer's flanks, and the rip swings the
arms with the blades. Blood on the blades, wounds, drips, sprays, the glint and a crackle
at the points as they come out. The finishers leave the lighter blood coat.
… from both hands

Every garrote draws its strands from both hands. A garroter holding a Widowline in each hand now has neither hand
draw its hanging wire from the throw until the wire comes off the neck, including a second wire swung out mid-garrote;
both come back however the garrote ends. A short hide (the swing out of the spool) no longer cuts a longer one short.
…er in to the body, and turn the hauled body up about its feet

Clap: the fists shake, lift and toss the held head, and the body hangs from it and goes with them, swinging behind
the head; the clap drives it back down. The head keeps its crush on top. Every shift is cut back wherever the arms
could not stay on the head, and the side and back holds start lower to leave the arms room to lift.

Rip: the body stays where it lay instead of jumping to tg's grab offset. The bearer steps in to take the arm and
hauls back, dragging the body in by it, while the body turns up about its feet toward his fists. It drops back flat,
faster as it falls, when the arm gives.

Both moves start the body's puppets from where it lay before the grab.
The unfold's last frame drew only its sparks, so for a frame the blade
could be gone before the held blade came back (seen facing south before
a charge). The last frame now keeps the guard under the sparks. A blade
that takes another pose or swings while the unfold is still on it stops
the unfold, so the guard is never drawn over the new pose.
The hand that hit cocks its blade back, cuts through and follows down,
then is back in the guard, in all four facings and both hands, with
blood on the blade when it is bloody. The impact over the target waits
for the strike. On the X-slash the other blade swings a beat behind so
the two cross, and the crossed slash lands with its strike. Damage and
tg's attack step are unchanged.
…m the wounds after the hit

A hurl or haymaker into a wall now lands a blunt hit and a split-skin edge hit on the part that meets
the wall (chest, head, or the near arm when side-on), through armour and tg's wound roll, with a wound
bonus by throw force and by the brute already on that part. This replaces tg's random-limb wall crash
for Gorilla throws (same 2 s knockdown) and the haymaker's flat 10 brute and forced hairline fracture.
A shove only dents the wall.
… let the stump drop fall

- During a lash the wire hanging in that hand isn't drawn: the line out of the grip stands in for it,
  and the wire is back as the line fades. In a crossing cut each hand's wire hides for its own lash.
  Facing away, the lash leaves the hand out of sight behind the body, so the wire stays drawn there.
- The lash fades to a trace by the time the wire comes back and holds it until it goes, so a server
  running behind never leaves the hand empty.
- From a wielder facing the viewer, a lash to a body a row down lands far enough out to the hand's
  side to run down beside his trouser legs and shoes instead of across them.
- The drop of blood under a fresh stump falls from the stump and lands, instead of appearing on the
  floor as the limb starts to slide. It keeps the blood's viruses.
The cut's half-moon at the foot of a wall was pulled 8 px back from side walls, which left floor showing between the splash and the wall. Centred, its flat side already meets the wall in every facing.
…el lower

The loop round the neck sits a pixel further down the body, on the row of the slit throat. Each strand and the
thrown wire now end on a pixel of the loop as it is drawn, worked out from the loop's art, the body's facing, its
turn and its offsets, so they meet it through the throw, the pull and the thrashing. In profile the near hand's strand
meets the bottom of the loop and the far hand's the top, and the far one is drawn over the body lying there, so both
show. Facing away the strands meet the loop at the neck and are drawn from behind the garroter's head, with no stray
pixels between head and shoulders. The body slides in as one move with the strands, and the thrown wire lands where
the neck is when it arrives.
…lades that cut

Side on, the arm on the far side of the body now swings behind whatever
the near hand holds: the near blade is cut out of the far swing while it
is drawn in the hand, and the swing re-sorts when the bearer turns or the
near blade starts its own swing. Facing north the swing ends on the strike
and goes straight back to the guard, without the follow-through that
dropped the blade all the way down.

A kill now drenches only the blade that made it, not every blade out. The
X-slash cuts with both blades, so both run red when it lands.
A pose taken while the blade is still unfolding (the lunge's wind-up right
after the blades come out) stops the unfold and shows the held blade at
once, so the blades no longer vanish for a few frames before the dash.
Code half of the same fix on gore/mantis-swing; the unfold art is unchanged.
Impale:
- The stab goes into the chest of the target as it stands. The blades rise
  with the target as it is lifted (two hoist frames in the side views), so
  they stay where they went in.
- The pull-back is three steps in the side views. The steel inside the body
  stays hidden and only what has come out of the front shows.
- The drop is one continuous fall from the blades to the floor. Seen from
  the side the body falls back about its feet and lands on its back, head
  away from the bearer, on tg's own lying turn, so nothing snaps at the end.
- The lunging body glides in again, and the target is drawn onto the points
  in a frame.

Scissor:
- The blades swing down from the raise, close on the neck and shut through
  it a frame apart (east, west and south), and the head comes off as they
  shut. The cut holds before the bearer eases back up.
- The finisher's lean no longer leaks into the drawn bearer, so the arms
  stay on the body and nothing jumps back at the end.

Both: the drawn bearer fades into the real one when a move ends, and a kill
during either move only stains the blades.
The fall's first step puts the body back where it was drawn at once, so
tg's knockdown turn started in the same tick can't pull it off for a frame,
and someone held up standing takes tg's lying offset before going down, so
it doesn't slide in on its own clock under the fall.
The slash over the target now runs the way the swinging blade crosses
it at the strike, read from the swing art: facing south or north each
hand cuts across the body toward the other, so alternating hits show
mirror-image slashes; side on both hands chop down in front, so the
slash follows the facing. It used to be picked by which side the target
was on, and at random from above or below.

The X-slash's two slashes are now set the same way instead of from a
coin flip. Every other chrome hit is turned as before.
When a move ends the real bearer is drawn again at once and the rig's
pictures, lifted over it, fade out, so the hand-back eases from the last
drawn pose into the held one without the body ever going see-through.
…wo wires at the chest

- Each limb's lash end comes from a table of where the body draws its shoulder or hip cut in each
  facing, measured off the body sprites and the seam states. The south-facing leg clearance can now
  move the end only a few pixels along the limb it cuts, so it no longer sends the line to the
  other leg.
- Side on, a lash to the far arm or leg is drawn under the target and disappears behind its near
  limbs and torso. Facing toward or away from the viewer it is drawn over the target.
- Each piece of the line sorts a few pixels in front of or behind its own body, so tg's lunge
  toward or away from the viewer no longer pulls the bearer over a line that should be under him.
- The line starts where the hand rests and no longer follows the lunge. Clients played the lunge
  already under way, so a line moved with it stopped short of the hand.
- In a crossing cut each wire runs from its own hand through the middle of the target's chest and
  a little past it, so the two cross there in every facing. Side on the far hand's wire stays
  behind both bodies.
Spray lines now lay irregular streaks that join across tiles: four body
looks, three thinner tail looks for the far half of the line, and a small
sideways shift per tile. The old squirt state stays in the icon file.
@Jackriip Jackriip mentioned this pull request Nov 10, 2026
A refused click, a right-click, a stun, death or ten idle seconds now
disarm a click-to-target chrome ability. The Chrome button shows the
armed ability, including one armed with Use OS chrome.
A crashed-pod or lifeboat survivor taken aboard hands the crew member who
brought them in a random ship part, then brings a crew member another every
75-120 minutes, up to three more.
Rescued strays thank the crew with ship parts
A crashed-pod or lifeboat survivor remembers the zone their site was in
and the crew that took them aboard. When that crew lets them go at a
trader outpost, the crew gains reputation as zone work: 1 for green,
2 for yellow, 3 for red, under the usual zone ceilings. Once per person.
The wire no longer cleaves everyone around its target. A landed swing carries
into at most one body: the first non-crew body on the tile straight behind the
target, picked by the same line the through-cut lash is drawn along, so whoever
is hurt always gets the line. No line (same tile, knight's-move reach), no
behind hit. The behind hit keeps 75% damage and never takes a limb. The
garrote's armour-turned blow hits the victim only.
Rescued survivors raise the crew's reputation
# Conflicts:
#	code/datums/ai/generic/find_and_set.dm
#	code/modules/mob/living/basic/pets/cat/cat_ai.dm
#	voidcrew/_DEFINES/cyberware.dm
#	voidcrew/modules/loot/themes/armory.dm
#	voidcrew/modules/loot/themes/expedition.dm
#	voidcrew/modules/loot/themes/industrial.dm
#	voidcrew/modules/loot/themes/medical.dm
#	voidcrew/modules/loot/themes/research.dm
#	voidcrew/modules/loot/themes/syndicate.dm
#	voidcrew/modules/loot/themes/wardrobe.dm
#	voidcrew/modules/unit_tests/_unit_tests.dm
@Jackriip Jackriip mentioned this pull request Nov 11, 2026
…y found

Game: a slam called off while the body is dragged away shows the body at once;
the backbreaker treats a crate or table on the tile ahead as solid; a head the
wire takes keeps its clean wire stump (the cut was forgotten by a redraw while
the head was still coming off).
…where it stood

A diagonal move goes a step at a time, so a slam onto a table across a corner
whose second step was blocked left the body on the tile between, and the slam
was called off there. It now goes back to where it was held.
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