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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.
…own line runs the real-movement dash
…ps, and an ID with his name
…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.
… standing in its way
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.
…o feature/hyperviolence-mega
Traders pay for rare goods
…nce-mega # Conflicts: # voidcrew/modules/unit_tests/voidcrew_zone_shops.dm
…o feature/hyperviolence-mega
Closed
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.
More immersive missions
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
…hrome tests up to date
Draft
…t and the rig's fade
…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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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
Unfold and fold
Lunge
Charged leap
Impaling lunge on someone hurt
Impaling lunge against a wall
X-slash, on a burning target
X-slash on a leg
Torn artery in the neck: a spurt, then the blood runs down the body
Scissor finisher on someone helpless
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
Shiv Blades 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
Sever a leg: the victim goes down
Sever an arm off someone lying down
Through-cut into the body behind
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
Garrote, Widowline Arc: the head
Garrote with both wires
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 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
Head clap
Head clap on a helmet
Limb rip
Brawler limb rip
Backbreaker
Backbreaker on a riot suit
Grab-slam onto the floor (Brawler)
Grab-slam onto a table
Ground pound (Brawler)
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.
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:
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.
Optics and camo
More chrome
Chrome in motion
Redline, three models
Spine glow through a backpack, in the dark
Cascade, street to milspec
Ghostskin
Flickerskin
Lazarus node
Hopper pistons
Fixes
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
Pistol, victim in crit
Pistol, cuffed victim
Pistol, stunned victim
Shotgun
Laser
Called off when the gun is dropped
Gore
Arm cut off
Head cut off, wall behind
Head burst, wall behind
Killing blow
Spray onto someone standing behind
Guts
Aimed crit to the mouth
Skull wound
Shotgun kill at point blank
Heavy kill, wall behind
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
Black Knight
Alien empress
Robust One
Human boss with the Robust One's move
Human NPCs
An NPC injecting itself
Bounty criminals with chrome
Bounty targets
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.
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
Also
Game-wide changes
Bleeding out
Bleeding into crit
Burn kill
Credits
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).icons/effects/blood_weightless.dmi), CC BY-SA 3.0, recoloured; the idea follows Paradise's weightless blood code (AGPL-3.0).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.icons/mob/npc/blood_overlay.dmi), CC BY-SA 3.0.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: