Darkpack Pull 7/22/2026#30
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…ssage that alerts when CI has it. (#96911)
## About The Pull Request The trait "blood fountain" applied by Leparin and Nitrous Oxide now also makes you bleed slightly more when you get an ominous nosebleed, or when a really authoritative guy yells at you that you need to bleed right now. (You get an Ominous Nosebleed when a Dark Matter Singularity or Bioscrambler pick you as their target) ## Why It's Good For The Game Someone asked if it worked this way in tg-general and it did not, but I thought it was a funny idea. I'll be honest I suspect these values on the Ominous Nosebleed are not likely to be noticed unless you're juggling aggro back and forth with someone else but that's fine. ## Changelog :cl: balance: Heparin and Nitrous Oxide now make nosebleeds worse, and also make you bleed more if someone very convincing tells you to start doing it. /:cl:
## About The Pull Request 2 seconds unused sound with an undertale sfx and a sample of the well-known bgm track baked into it, both of which are assumed to be copyrighted without a public license compatible with our codebase. ## Why It's Good For The Game https://www.youtube.com/watch?v=b78jYfOVCVM ## Changelog N/A
## About The Pull Request resolves: tgstation/tgstation#56396 Modifies `atoms_movable.dm` and `skittish.md`, as a subscriber to the `COMSIG_MOVABLE_BUMP` signal, to allow the latter to bubble up an intercept flag to `living.dm`, so that it can cancel a shove and function properly. I looked at every other registered `COMSIG_MOVABLE_BUMP` signal receiver and found that only one ever possibly returns non-zero, and that is `/obj/item/clothing/gloves/gauntlets/proc/rocksmash`. However, when `rocksmash` is called via a bump signal, it will return `NONE` because the `proximity` parameter will not be set. Therefore, unless I missed something, there should be no collateral damage from this change. ## Why It's Good For The Game Skittish has been broken seemingly since its addition to the game. This fixes that. <img width="640" height="480" alt="crate" src="https://github.com/user-attachments/assets/0ce01c07-0e44-498b-aac0-02c448a6d379" /> <img width="640" height="480" alt="locker" src="https://github.com/user-attachments/assets/6fc946fb-e953-43d0-9bd3-9d958a3d9744" /> ## Changelog :cl: fix: Fixed Skittish behaving strangely with lockers not against a wall, and crates in general. /:cl:
…96841) ## About The Pull Request - Knockdown, Stun, and Paralyze now have a 66% change to trigger glorf by default (down from 100%) - Immobilize and Incapacitating now has a 0% chance to trigger glorf (down from 100%) - Sleep and Unconscious still has a 100% chance to trigger glorf - A second roll is made depending on severity of the effect: >6 second stuns have a 100% chance, >2 second stuns have a 66% chance, <2 second stuns have a 0% chance - Disarm knockdowns will always trigger a glorf (they are unaffected by the aforementioned changes) - All forms of incapacitation induced glorfing will no longer cause cigarette choking unless the effect was of >30 second duration - Modified chance to glorf on punched from 100% if above 9 force to 66% if above 9 force or 100% if above 12 force - Fixed a bug where getting glorfed right after you open the chat window but before you type anything forces the last message to be repeated - Changed the glorf effects on death to cut off abruptly rather than append something <img width="365" height="37" alt="image" src="https://github.com/user-attachments/assets/85c963f4-72f0-4cf5-b919-e4570bfe159b" /> ## Why It's Good For The Game We use microstuns for temporary effects in many places (such as a 0.1 second immobilize on shuttle transition), which is cool and good, but these microstuns will constantly trigger glorfing (which is mildly annoying) and cigarette choking (which is literally lethal) As funny as it is the first time to die to choking on a cigarette because you smoked while a shuttle moved, it gets tiresome fast Ultimately my changes here sought to make force say trigger a bit less consistently, to keep the jokes from being ran into the ground and make it a bit less unfun to play around ## Changelog :cl: Melbert balance: Knockdown, stun, and paralyze now have a 66% chance to interrupt speech (down from 100%) balance: Immobilize and Incapacitate now has a 0% chance to trigger interrupt speech (down from 100%) balance: Sleep and Unconscious still has a 100% chance to trigger interrupt speech balance: Chance to interrupt speech from a stun makes a second roll based on stun severity: >6 second stuns have a 100% chance, >2 second stuns have a 66% chance, and <2 second stuns have a 0% chance balance: Shove knockdown is unaffected by these changes, and always interrupts speech balance: Having speech interrupted from stuns no longer causes you to choke on cigarettes unless the stun effect was high severity (>30 seconds) balance: Chance of interrupting speech on punch was modified from 100% at 9 damage to 66% at 9 damage and 100% at 12 damage fix: When your speech is interrupted from death, it now cuts off abruptly, rather than appending a generic interrupt indicator fix: Fixed a bug where you repeat your last said line if your speech is interrupted after opening your say box, but before typing anything /:cl:
## About The Pull Request Adds in more sawn off gun varients. Specifically: - Sawn off pump-action shotgun - Sawn off AK74 (Bootleg draco ahhh) - Sawn off lever action rifle (mares leg) - Sawn off musket (ripoff pistol-musket) See full additions on: The-Final-Nights/The-Final-Nights-Rebase#373 Also, there's videos that can be provided of testing. Works well, feels decently balanced due to firearm recoil changes. ## Why It's Good For The Game Flavor, concealable firearm variants that is somewhat TT friendly, and feels decently balanced. ## Changelog :cl: add: Adds new sawn off variants of the AK, pump-shotgun, lever action, and musket. /:cl:
…tepping on broken glass (DarkPack13#1204) ## About The Pull Request Adds in a trait that prevents mobs from being stunned when stepping over glass and applied it to the Garou Crinos and Hispo forms. Homid and Glabro are still affected for obvious reasons and Lupus I would imagine still not fare well on account of being a regular wolf and animals tend to not do well when stepping on glass. Testing proof: Homid: https://github.com/user-attachments/assets/82f22aee-220c-456a-98ef-77e07095fb5c Glabro: https://github.com/user-attachments/assets/f1ca5ce9-0a44-4948-aa84-e6b9e8459333 Crinos: https://github.com/user-attachments/assets/d26734c4-a88f-4809-b841-0d836a6de44e Hispo: https://github.com/user-attachments/assets/23448bd7-8154-4296-bab3-2176b435e82f Lupus: https://github.com/user-attachments/assets/aa115b55-58a3-4e74-b663-79d7545cd4d2 ## Why It's Good For The Game The big scary war forms shouldn't be taken down by stepping on a shard of glass or broken bottles. This prevents the giant murder machines being brought down to a joke for not being able to wear shoes. ## Changelog :cl: balance: Crinos and Hispo no longer get stunned by broken glass /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
…al now regrows limbs and regenerates organs. (DarkPack13#1191) ## About The Pull Request Self explanatory title. Ghouls can't regrow limbs. Regrowing limbs WILL violate the Masquerade - be careful where you regen. Garou have also received a refinement of their passive healing - they can, gradually, heal burn damage and organ damage over time. With enough patience, you are also able to regenerate your limbs. It takes a while, though - don't think you can rely on passive healing for everything. ## Why It's Good For The Game BYE BYE EYESHOOTING META ## Changelog :cl: add: Adds eyes, ears, and limb regrowth for bloodheal. /:cl:
## About The Pull Request changes the graveyard subsystem + role to being just a random event ## Why It's Good For The Game addresses role bloat and a random subsystem in favor of a random event ## Changelog :cl: add: adds the 'graveyard' random event in place of what we had before which fires once per round with about the same rarity as the sarcophagus event. in this event, 20% of the graves across the map will spawn 2 zombies max each add: artifacts and all tremere spellbooks can now be sold at pawn shops add: masquerade sensitive items can now be sold at pawnshops, but you may breach if you don't pass a manip + subterfuge diff 8 roll add: adds three new zombie types, the fat zombie, the skeleton, and the suit zombie add: the graveyard zombies now have bloodpoints and can be bitten add: necromancy users can now purchase an 'obolus' (a coin forged from a Wraith's soul) from the necromancy tome, which can be sold add: necromancy users can now purchase graveyard keys from their necromancy tome, giovanni start with them as they are assumed to control the graveyard's mortal front add: adds being able to speak to observer ghosts to necromancy 1 Shroudsight similar to spirit speech for Garou balance: Shroudsight now has triple the cooldown (3 minutes -> 9 minutes) to compensate for the 'talking to ghosts' trait which has been shown to be too powerful, it also now has a vitae cost of 1 add: graveyard keys can now open and shut the graveyard gate fix: fixes shroudsight double-rolling, it now only rolls it's appropriate roll datum (perception) + awareness del: removes the 'graveyard keeper' role code: deletes the 'graveyard' subsystem config: extends the lobby time to 5 minutes, 2 minutes was too short config: multiplies the time between events by 10x since they were firing once every 2.5 minutes which is way too short in a 3 hour round /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
…kPack13#1177) ## About The Pull Request EDIT: PLEASE MERGE DarkPack13#1181 BEFORE THIS ONE. TY. Separates the cooldowns for telepathy, only disguise_voice has a roll for implant thoughts, cancellable without triggering cooldown or willpower reduction, rebalances mind reading's cooldown to 3 minutes and implant thoughts to 5 seconds. This was initially intended for TFN but as I was messing around with this I realized that it should probably just be upstreamed due to how much it has been changed and because I do genuinely think the functionality and balancing is better than it was previously (totally not because I don't want to fuck around with TFN edits). As a result the maximum length of the specific_search input is multiplied by 10 (1024 -> 10240) based on a quality of life PR made on TFN. I do not think this is particularly a problem for the upstream given how much has been changed in this PR already ## Why It's Good For The Game Highly requested on TFN since the telepathy cooldown was increased to 9 minutes whilst also only having 1 cooldown for both ability options, completely preventing any form of mental communication realistically that people enjoyed using it for) and probably why the cooldown is set to 1 turn on this repo despite the mind reading ability being pretty powerful and spammable even if it uses WP against splats. - You can easily set separate cooldowns for future balancing if you disagree with the cooldowns I've set here. - Addresses the concerns of the power that mind reading has whilst allowing for regular telepathic communication and allows you to nerf/buff either one without impacting the other. - Clicking "cancel" now actually cancels usage of the ability rather than going forward and wasting a cooldown timer as well as stopping you from wasting willpower if it was a supernatural you clicked before changing your mind. - Rolls upon picking mind reading or disguise thoughts prevents people from selecting implant thoughts on bad rolls to avoid triggering the cooldown of mind reading and only selecting mind reading if their rolls are good. - Lack of a roll for implant thoughts allows for more regular communication and it makes sense to only roll when you disguise its origin rather than having to get through two rolls of varying difficulty, whereas before you had to both pass the telepathy_success and disguise_voice_roll rolls. - Cooldowns are actually sane now. Disclaimer to players: Don't use implant thoughts to be antisocial dickheads or that generously low cooldown will probably be increased by your respective forks. Use it wisely. ## Changelog :cl: code: Mind reading success rolls after it's picked from the telepathy menu rather than before. code: Undisguised Implant Thought usage no longer requires a roll. code: Separates the mind reading and implant thought cooldowns. balance: Mind Reading cooldown set to 3 Minutes. balance: Implant Thought cooldown set to 5 seconds. balance: Increases message length for the specific thought searches via mind reading (From TFN). fix: Clicking "Cancel" on the telepathy menu no longer runs the highlighted option anyway. fix: fixed previously unnoticed bug resulting from nested quotes clashing. /:cl:
## About The Pull Request Makes the topic report use the hostedby config as a backup. Right now we report nothing for all the TG servers, some downstreams MIGHT have a host assuming i understand this right and its only going to show up if you arent using TGS. https://hub.harry.live/s/51.79.52.10/1887 <img width="886" height="711" alt="image" src="https://github.com/user-attachments/assets/2f45f2e8-c38d-478b-b073-c495733446ce" /> ## Why It's Good For The Game As far as I can tell, most servers dont have a world.host anymore as that seemingly is not used by tgs. Creates slightly better parody with the hub status as well. <img width="425" height="330" alt="image" src="https://github.com/user-attachments/assets/cfecf318-7b80-4666-a5b6-2bca0432050b" /> ## Changelog :cl: server: status topic reports hostby config if we have no true world.host /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request I realize it's pretty easy to break the intended behavior of surgery implements, so we should test it
## About The Pull Request `NONE` to `..()`, rookie mistake. ## Why It's Good For The Game Works ## Changelog :cl: fix: fixed the janitor keyring being unable to open doors /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Basically 4 was supposed to grab targets while ignoring everyone who was either unconscious or deaf, instead it was making your malkavian characters target only deaf conscious people, this makes the power affect non deaf people while ignoring deaf people. <img width="1643" height="857" alt="image" src="https://github.com/user-attachments/assets/780450df-6f95-4b43-ab22-3fe14225f080" /> ## Why It's Good For The Game I believe the power only affecting deaf people isn't intended. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: fix: fixed dementation 4 working incorrectly /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Custom activation logic ran before the normal occult artifact identification flow. So when the weapon was still unidentified, using it would show the "dead piece of silver" message instead of letting the item be identified first. This pr makes it so activation only happens once properly identified. <img width="667" height="485" alt="image" src="https://github.com/user-attachments/assets/b27f0251-22b8-41d0-a360-d0ebd258c0b2" /> ## Why It's Good For The Game Fixes likely unintended behavior ## Changelog :cl: fix: fixed klaives not working properly /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request Adds three new kinds of keybinds to interact with Disciplines: the first for selecting which Discipline to use, the second for quickly activating a specific power in the selected Discipline, and the third being an optional keybind for every individual power. The latter takes up ~40% of the keybind menu when enabled but is still pretty convenient since it only takes one key to activate a power rather than two with the former. Both default Discipline keybinds and individual power keybinds can be toggled with a config. Keybinds are automatically generated from a define, meaning codebases can set their own maximums for amount and level of Disciplines and have a matching number of keybinds automatically created. Things I want to get done before I undraft this PR: - [x] Beg one of my artist friends to make a sprite for the currently selected Discipline to make it visually distinguishable - [x] Have a good night's rest and improve the quality of the implementation when I wake up - [x] Contemplate how this can be made more player-friendly and possibly implement my findings - [x] Add a config for this feature Credit to @cheapcents (aka 2Cents on Discord) for the selected Discipline sprite, with some color palette edits made by myself. ## Demonstration https://github.com/user-attachments/assets/5ebeb92b-fab1-474b-9455-2c398bc22cab <img width="920" height="770" alt="image" src="https://github.com/user-attachments/assets/5452f3b7-9289-4048-abac-6dafd6161e25" /> ## Why It's Good For The Game Provides a more intuitive and faster alternative to using the mouse to flip between Discipline levels to get the one you want. Also eliminates the possibility of players using macros for Disciplines to gain an advantage by letting all players normally do it as a QOL feature. ## Changelog :cl: qol: You can now use keybinds to select and cast Disciplines /:cl: --------- Co-authored-by: cheapcents <91615253+cheapcents@users.noreply.github.com>
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this is being selfmerged without passing all checks as codeowner reviews has a file limit of 1000, this PR exceeds that |
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About The Pull Request
Darkpack Pull for Crimson Grid 7/22/2026
Why It's Good For The Game
darkpack
Changelog
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add: Darkpack pull 7/22/2026
/:cl: