Darkpack Upstream Pull 8/30/2025 - #209
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fixes this runtime from trying to spawn a wall frill above the top of the map: ``` [20:25:12] Runtime in modular_darkpack/modules/walls/code/walls.dm,40: Cannot read null.density proc name: update seethrough (/obj/effect/wall_frill/proc/update_seethrough) src: the wall frill (/obj/effect/wall_frill) src.loc: null call stack: the wall frill (/obj/effect/wall_frill): update seethrough() the wall frill (/obj/effect/wall_frill): Initialize(0) Atoms (/datum/controller/subsystem/atoms): InitAtom(the wall frill (/obj/effect/wall_frill), 0, /list (/list)) the wall frill (/obj/effect/wall_frill): New(0) the rock wall (230,255,6) (/turf/closed/wall/vampwall/rock): set smoothed icon state(110) the rock wall (230,255,6) (/turf/closed/wall/vampwall/rock): bitmask smooth() the rock wall (230,255,6) (/turf/closed/wall/vampwall/rock): smooth icon() Icon Smoothing (/datum/controller/subsystem/icon_smooth): Initialize() Master (/datum/controller/master): init subsystem(Icon Smoothing (/datum/controller/subsystem/icon_smooth)) Master (/datum/controller/master): Initialize(10, 0, 1) ``` also makes it so wall frills loudly complain if spawned in nullspace in general
…ng (DarkPack13#1359) ## About The Pull Request This PR does two relatively simple things, one being from old-code with a minor change to how it functions and the other being something more table-top 'accurate' and useful for brawling. ### Potence Shoving / Throwing On pre-base, potence 5 could throw targets around when punched, on TFN this had been made into a shove feature instead of punch just for QOL to not throw your targets away massively when just trying to punch. This was something I personally found very useful for close quarters combat, letting me toss people around on demand - and makes sense given even at strengths 6-8 you can start doing serious damage to cars or ground-breaking pounces. When potence is active you can right-click shove and toss people around, the knockback based on your strength. At strength 6+, knocking them into an object or wall will even damage them a bit; just like jumping at someone. ### Strength Based Disarming In TT, specifically using Dark Ages for an example since I saw it while reading it, disarming is a type of attack of brawl. You roll like a normal brawl attack, then at the damage phase you instead do no damage but if your strength roll is higher than your opponents strength, you 'send the weapon flying off'. I was not able to get the 'weapon flying off' part working, but instead I just made it force-drop to the floor. Which I think is still very good on its own without needing to launch it off ~3 tiles away. <img width="607" height="149" alt="image" src="https://github.com/user-attachments/assets/1c6c0432-2d79-4535-aa8f-3e8e833576b1" /> ## Why It's Good For The Game ### For potence shoving/throwing This was something I personally found very useful for close quarters combat, letting me toss people around on demand - and makes sense given even at strengths 6-8 you can start doing serious damage to cars or ground-breaking pounces. It makes sense, feels somewhat TT friendly, and re-adds a pre-base feature with less overpowered wall-stuns and more 'your strength determines your throwing'. ### For strength-based disarming This is something that I felt really helps brawl-builds, attacking users who have melee weapons tends to be a death sentence because tons of melee weapons have blocking at relatively high rates; making it impossible to punch or shove past it while you have no block chance yourself. This is makes it easier for potence users, garou in war form, or people who want to try and 'LTL' take down a target able to disarm their enemy of a weapon without having to suicide-jump at them and pray to get a disarm - or have to chain up spam disarms to get the weapon disarm. Plus you still get the stagger-disarm that exists anyway if you keep failing the roll to eventually get it anyway with the staggering. ## Changelog :cl: add: Adds shove-knockback with active potence add: Adds disarming based on your strength roll vs opponents overall strength. /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request DarkPack13#1442 mistakenly snuck a modular_vcg file upstream and also included an unused society of leopold phone network rename ## Why It's Good For The Game they dont know how to use git ## Changelog
## About The Pull Request Adds four pride flags MLM Pride Rabies Pride Non-Binary Pride Intersex Pride Also adds recipes in line with the other pride flags, as well as adds them to the loadout. ## Why It's Good For The Game MLM flag isn't in, I wanted to fix that for my man who loves men. Non-Binary and Intersex were also missing The Rabies Pride flag is one I wanted to throw in a little extra because it's dear to me. ## Testing Images <img width="351" height="172" alt="image" src="https://github.com/user-attachments/assets/9e6d24fc-7ac0-4b05-9754-cccca74673ef" /> <img width="349" height="202" alt="image" src="https://github.com/user-attachments/assets/77cc04fc-ad7c-4c7f-ac8b-bf0cea4e4c86" /> <img width="319" height="315" alt="image" src="https://github.com/user-attachments/assets/7b3d47de-d39d-4ce2-bcf1-38af4e487a19" /> ## Changelog :cl: KCartridge add: Four Pride flags /:cl: --------- Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com> Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com>
## About The Pull Request This gives level 3 and level 4 medicine skill upgraded wound tending. Tested it with vv editing and the upgraded wound tending surgery is properly added/removed when your medicine skill rised/lowered. Also tested with vicissitude level 3 and the combo upgraded master tending overrides those so no bugs or glitches there as well. ## Why It's Good For The Game This gives the medicine skill actual use other than being used only for vicissitude and other vampire powers, it also makes it so a doctor that has a good amount of medicine skill is actually better than someone who only has 1 point of medicine. Also makes its so you can't metaknowledge someone being a tzimisce or having bonecrafting powers just by their upgraded wound tending. ## Changelog :cl: add: Medicine Skill level 3 and 4 allows better wound tending on patients /:cl: --------- Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com> Co-authored-by: chazzyjazzy <chardowdude@gmail.com>
## About The Pull Request Candles or items on tables will no longer set flame to the turf before it. Yet this means flicking a cigarette onto wood can still burn stuff. But go crazy with your rituals on carpeted floors. ## Why It's Good For The Game Oversights. ## Changelog :cl: balance: open flames on tables wont set fire to turfs balance: candles wont set fire to turfs /:cl:
## About The Pull Request <img width="418" height="72" alt="image" src="https://github.com/user-attachments/assets/597d7b45-6c48-4c66-a4a4-862c19e19dd1" /> Adds a quirk for kindred splats that blocks simple mobs from being able to be fed upon. Gives 2 freebie points. ## Why It's Good For The Game This helps with Ventrue larp, whether for actual Ventrue or their Caitiffs. Or for anyone else that might be particularly disgusted by animal blood, such as aging vampires in general (as a sort of stepping stone to Methuselah's Thirst). Could also be used to further narrow the scope of Methuselah's Thirst, if there's even any supernatural simple mobs that they can feed off of? Unless the maints think otherwise I'll allow people to take both, because I feel like we'll have more supernatural critters as time goes on. <img width="234" height="39" alt="image" src="https://github.com/user-attachments/assets/bcdbaa44-6a95-437a-b407-197d00b941ee" /> ## Changelog :cl: cam_dev add: adds anthropic taste quirk for kindred /:cl:
## About The Pull Request the `sense_of_taste` tongue var is only used to add/remove `TRAIT_AGEUSIA` when the tongue is added/removed, it is not checked itself to see if you have a sense of taste. ## Changelog :cl: fix The "No Sense of Taste" flaw works again. /:cl:
## About The Pull Request Giovannis and Leopoldites automatically learn Italian and Latin respectively. Abbe is cooler: he knows Latin _and_ Italian. Banu Haqim and Setites automatically learn Arabic. ## Why It's Good For The Game It was weird that La Famiglia didn't know Italian and Leopoldites didn't know Latin. Also lets Banu Haqim and Setites speak in a rarely picked language and be all shady and secret. ## Changelog :cl: add: Giovannis and Leopoldites automatically learn Italian and Latin respectively. add: Banu Haqim and Setites automatically learn Arabic. /:cl:
## About The Pull Request everyone needs a big coat ## Why It's Good For The Game they can be recolored ## Changelog :cl: add: adds oversized jacket, trenchcoat (alt) and a massive furry winter jacket to the loadout which can all be recolored /:cl:
## About The Pull Request get out of here DarkPack13#1359 ## Why It's Good For The Game its irrelevant ## Changelog nothing player facing
## About The Pull Request someone brought to my attention that it does way too much damage, likely because it was balanced around oldcode's knife. it now has parity with newcode's knife ## Why It's Good For The Game it was too strong ): ## Changelog :cl: balance: Dagger of Retribution is now in line with the knife /:cl: Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request Makes it to where only Fera can identify fetishes on account of them typically requiring gnosis to utilize. Tremere (and anyone else with access to Thaum), thanks to the versatility of blood magic, can still identify them via the thaumaturgy ritual. Testing proof: <img width="1320" height="280" alt="image" src="https://github.com/user-attachments/assets/1b90aa5a-5e4e-4bc1-84cf-63d74044b55b" /> <img width="1307" height="301" alt="image" src="https://github.com/user-attachments/assets/6ff901af-c878-4f62-9a3c-1a60a09fa9c6" /> <img width="1400" height="397" alt="image" src="https://github.com/user-attachments/assets/b401a58f-3c44-4da4-bf97-2ce2a626b74d" /> <img width="1325" height="421" alt="image" src="https://github.com/user-attachments/assets/ae068353-a787-4805-ba70-5d39ec41c898" /> <img width="1336" height="407" alt="image" src="https://github.com/user-attachments/assets/5b92e408-a5ea-4026-a545-4addad55bcf3" /> <img width="1330" height="369" alt="image" src="https://github.com/user-attachments/assets/c8201d21-adce-46fc-8129-ce57300972f9" /> <img width="1311" height="389" alt="image" src="https://github.com/user-attachments/assets/1bf5b2fc-8dcb-4eda-9d66-abd318e9a8eb" /> <img width="1318" height="318" alt="image" src="https://github.com/user-attachments/assets/ec7fb4cc-6522-42d8-a5a3-027b23fa914d" /> ## Why It's Good For The Game It brings the fetishes a step closer to tabletop accuracy and lets Fera have some unique artifacts to play around with since quite a few of the vampire ones are only useful for vampires. Blades of retribution are still pretty good knifes, klaives are still made of silver, non-fera just can't make use of their special features. ## Changelog Prevents non-fera from identifying werewolf fetishes without the use of blood magic. :cl: balance: Only fera can use fetishes now /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request Logs ritual runes <img width="1060" height="136" alt="HKfzFEWwsS" src="https://github.com/user-attachments/assets/bcf17996-5232-42a9-9cf4-9de6d226456f" /> <img width="1096" height="137" alt="F74x07KHWb" src="https://github.com/user-attachments/assets/4cf8a878-2099-46f7-a0e3-5cec00a6e86e" /> ## Why It's Good For The Game asked for this ## Changelog :cl: admin: ritual runes now print unique logs in game.log, Ward and Blood curse rituals print the specific caster as well as the victim in attack.log /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request Fixes an issue with Mask of a Thousand Faces where if the user shifts into someone normal, they would still show their clan specific examine text when examined. Now checks to see if the user has the violating traits before it appends the examine text. <img width="369" height="627" alt="motf_fix_proof1" src="https://github.com/user-attachments/assets/98f28506-2126-49d0-b0f8-3f6ec9b18df6" /> ## Why It's Good For The Game No longer, shall hunters or new folk examine a masked nossie and masq breach them for meta information. Or any other kindred who manages to learn obfuscate and has the traits. ## Changelog :cl: fix: Mask of a Thousand Faces now properly hides your hideous features /:cl: Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com> Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request Adds two new tiers of Bogatyr armor: - bone armor: Stat parity with Police armor. Bogatyr will now spawn this this armor. New sprites. Can now fit in bags. <img width="64" height="192" alt="image" src="https://github.com/user-attachments/assets/995d4632-5dcf-4073-a087-763437b07745" /> - golden bone armor: Statistically identical to the old Bogatyr armor. Mapped or spawned only. (We're going to use it for our bogatyr captains on Apocrypha) <img width="64" height="192" alt="image" src="https://github.com/user-attachments/assets/0537ccd8-b0e3-4263-9cbf-31362430f7b5" /> - heavy bone armor: Stat parity with EOD armor. Can be crafted at extreme cost, requiring bonecrafting 7 human corpses and the expenditure of 10 blood points. Uses the old bogatyr armor sprites. Can be combined with captain armor for Drip purposes. ## Why It's Good For The Game Adds a smidge of progression to the Tzimisce armor, and encourages a gameplay loop of abducting people for more raw materials. ## Changelog :cl: balance: Bogatyr armor reduced in effectiveness to be equal to Police armor add: 2 new sets of Bogatyr armor: Captain armor (admin-spawn or mapspawn only, equal to old Bogatyr armor) and Heavy Bone Armor (craftable, equal to EOD armor, requires 7 human corpses and 10 bloodpoints) /:cl: --------- Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com> Co-authored-by: chazzyjazzy <chardowdude@gmail.com>
## About The Pull Request refactors lampposts to be an /obj/machinery/light/floor so that they don't snowflake their own light creation by creating several light decals for every one lamppost and instead uses /tg/ light logic <img width="923" height="566" alt="dreamseeker_nFoUcWkkHB" src="https://github.com/user-attachments/assets/065d1366-bfe2-43d7-89c8-d6d9bfb4fa84" /> <img width="360" height="483" alt="dreamseeker_8v8GxJpXSO" src="https://github.com/user-attachments/assets/34d68ed8-93c8-4555-8b56-98068fd98c58" /> <img width="377" height="908" alt="dreamseeker_zNa8ZcpfPw" src="https://github.com/user-attachments/assets/5b1bcb38-4180-4548-a77d-6763f2129c7f" /> ## Why It's Good For The Game reduce lighting subsystem CPU usage? more sane lampposts i guess ## Changelog :cl: refactor: lampposts are now an /obj/machinery/light/floor instead of an /obj/structure, please run the updatepaths script!!! /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: TheCarnalest <167369312+TheCarnalest@users.noreply.github.com>
## 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. https://github.com/user-attachments/assets/0b1b95d1-88ef-4f94-912a-6e12d44b1ff9 ## 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 :cl: 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: --------- Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com> Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
## About The Pull Request Alternative to DarkPack13#1477 which feels a bit better. ## Why It's Good For The Game Slightly more robust behavoir for cleaning up stats when we change or delete them. ## Changelog Nothing player facing
…#1411) ## About The Pull Request Having a bunch of predefined areas for all these shops that are kinda mandatory helps prevent annoying issue where every npc shop is using the same area instance (meaning they share lights) and all give useless information for stuff like police and masq reports.
## About The Pull Request For applicible instances where its called for that a stat is not allowed to go above a number (as far as im aware, primarly used for apparence in the books) CLAMP it instead of crudely subtracting it and praying it doesn't change. an "appearance 5" character with the monstrous quirk. <img width="152" height="105" alt="image" src="https://github.com/user-attachments/assets/3f3ca7e6-88d3-4ee1-b327-a251a72f6156" /> ## Why It's Good For The Game FAR better behavior and more resistant to change. ## Changelog :cl: code: Clampings to appearance is properly enforced /:cl:
## About The Pull Request Adds some garou accessories and such ## Why It's Good For The Game No more friendly fragging el oh el + customization ## Changelog :cl: FalloutFalcon, ShirouAjisai add: Added garou accessories for crinos. All credit goes to Fallcon for the backend work here. /:cl: --------- Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com> Co-authored-by: chazzyjazzy <chardowdude@gmail.com>
…o darkpackpull8/30/2025
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About The Pull Request
thank you to darkpack
featuring refactored lampposts and some other stuff
dont squashdont squashdont squashdont squash
Why It's Good For The Game
good
Changelog
🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:
dont squash