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Sandevistan slow-mo - #536

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Jackriip wants to merge 20 commits into
feature/hyperviolence-megafrom
feature/sandevistan-timestop
Open

Jackriip wants to merge 20 commits into
feature/hyperviolence-megafrom
feature/sandevistan-timestop

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@Jackriip

@Jackriip Jackriip commented Nov 11, 2026 •

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About The Pull Request

A Sandevistan surge slows the world down for its user when no other player is near.

  • Slow-mo for the whole surge. Street chrome runs the world at 50% for 6 seconds, service grade at 35% for 7 seconds, and the Cascade at 20% for 8 seconds. Pressing the surge again ends it early, and the crash follows as usual.
  • Only when alone. If another player is within sight (standing, hiding in a locker, sitting in a mech or being carried), the surge works as before with no slow-mo. A player walking up ends the slow-mo, and the surge carries on at normal speed.
  • Everything in the bubble slows down: NPCs, their walking, aiming, firing and melee, bursts, grenade fuses, mechs, turrets, thrown things, gore and do-afters. Every bullet in the bubble moves at the bubble's speed, including the user's own. Bosses shrug it off after a second.
  • Chromed NPCs surge too. An NPC that pops its own Cascade inside the bubble runs at its speed relative to the user: the same tier moves at normal speed, a faster model up to twice as fast, a slower one slowed.
  • Only the user's weather and sound slow down. Storms on the user's screen and sounds from inside the bubble play slowed for the user only; everyone else hears and sees them normally.
  • No reflex dodge while the world is slowed. The dodge comes back for the rest of the surge if the slow-mo ends early.
  • The world takes a grey-green tint behind a green ring that rolls out from the user, the user leaves green afterimages, and a pale green flash marks the end.

Builds on #512 and will be retargeted to master when #512 merges.

Not playtested by a human. The clips below are recorded in the game at real speed, with the NPCs running their own AI.

Slow-mo on and off

Cascade surge in an ash storm, shots crawling, and a second press to end it early.

sandy simple

Shotgun execution

A raider shoots at the user. The user surges, walks round the slowed shots, takes the raider's legs out and executes him before the slow-mo ends.

sandy shotgun

Sandevistan against Sandevistan

A bladed NPC with its own Cascade surges and charges at normal speed while a raider's bullets crawl in the background.

sandy vs sandy

Why It's Good For The Game

The Sandevistan's fantasy is stepping out of time. Doing that while alone gives solo players a real tool against groups of NPCs, without making the world stand still for anyone else.

Changelog

🆑
add: A Sandevistan surge slows the world around its user when no other player is near: 50% for street chrome, 35% for service grade and 20% for the Cascade, for the whole surge. Press the surge again to end it early.
add: Every bullet inside the slowed area moves at its speed, including your own. Chromed NPCs that surge inside it move at their speed relative to yours.
add: Weather and sounds slow down for the surging player only.
balance: The reflex dodge is off while the world is slowed.
/:cl:

Each surge model carries a time multiplier (street 2x, service about 2.86x, Cascade 5x). In a user's field a mob on its own surge runs at its multiplier over the user's, capped at twice normal speed, through the freeze and the slow-mo. A faster surger runs the dilation machinery the other way: sooner deadlines, a quicker walk, faster shots and gore. Surgers are never tinted, a dead surger is let go for good, a Cascade NPC's tell shows through the tint, and a surger's rainbow trail skips the greens inside a field.

The user's own shots now fly at full speed in their slow-mo, and shots hung in the freeze fly on at full speed when it ends.
The user's shots crawl in their own slow-mo again and hang in the freeze, keeping their colour. A surging mob's shots fly at the field's pace too, untinted; the surger still fires on its own relative clock.
…timestop

# Conflicts:
#	voidcrew/modules/cyberware/ware_sandy_timestop.dm
#	voidcrew/modules/unit_tests/voidcrew_cyberware_timestop.dm
…et a second press end it

The lone surge now slows the world from the moment it opens to the end of the window (street 6 s at 50%,
service 7 s at 35%, Cascade 8 s at 20%). The freeze is gone on every model: no frozen-AI traits, paused or
hung shots, still weather frames, quiet freeze sound, mech shutdown, turret lock or animation hold. Pressing
the surge again ends a player's window early and starts the crash; NPC lattices never turn themselves off.
…ash on release, and count carried players as witnesses
… slow-mo, and keep the slow-mo running from inside a mech
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