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Mechanical Bawn - #1445

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FalloutFalcon wants to merge 6 commits into
DarkPack13:masterfrom
FalloutFalcon:totem-fix
Open

Mechanical Bawn#1445
FalloutFalcon wants to merge 6 commits into
DarkPack13:masterfrom
FalloutFalcon:totem-fix

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@FalloutFalcon

@FalloutFalcon FalloutFalcon commented Aug 22, 2026

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About The Pull Request

Some general cleanup but primarly the BAWN!
mechanicly, its your choice of an area or fog effects (tho a combination of both is good to prevent people passing through walls or other uninteded areas.
If you want to pass through, you need to either be allowed by the totem, or stay within 3 meters of someone who is. Yes, this means that right now if you capture or cause a garou to flip, you can use them to get past the bawn. I think this is maybe plausible within the lore i've found but more importantly is kinda a cool interaction.

2026-08-21.20-32-06.mp4

Why It's Good For The Game

Caerns are powerful places protected by spirits and within the rules and lore of the TTRPG, the only way to assault a caern is to camp outside it and starve them out of resources (extremely hard saying they tend to be fairly self sufficient)
The only way your meant to be able to get into a caern is if someone (the spirits) let you in.

Changelog

🆑
add: Add Bawns; a barrier that surrounds and protects caerns
fix: BSD are actually givin the wrymtained trait (not the sprite)
fix: Haunted lights should actually break.
/:cl:

@KCartridge KCartridge left a comment

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mapping lgtm

Comment thread modular_darkpack/modules/werewolf_the_apocalypse/code/caern/totems.dm Outdated

@chazzyjazzy chazzyjazzy left a comment

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looks good

chazzyjazzy and others added 2 commits August 26, 2026 19:59
…tems.dm

Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
@chazzyjazzy

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merge conflict

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4 participants