* Added Combat Baton
* Add to secfab
* reduce damage to 15
* Renamed to Truncheon, set damage to 17 again.
* Added T2 research, up dmg to 18 cause it'll be rarer.
* Make recipe dynamic
* Retexture of weapons in the hands of the character Part 1
The beginning of a PR series dedicated to the refinement of weapon textures
* Refinement of a homemade pistol
* Test bot fix
* Test bot fix
* Meta
* Senior Roles
* Senior Researcher and first wave of touch-ups
* Senior Physician and second wave of touch ups
* Senior Officer and third wave of clean ups
* Fourth wave of touch ups
* Playtimetracker fix, I hope
* Supervisor adjustment
* Sci assistant supervisor fix.
* Allow antags for all except Senior Officer.
* improvised shotguns
* spaghetti
* progress so far (TODO: rename modular_reciever.yml)
* i forgotted
* everything so far
* fuck fuck fuck (boner boner)
* ganon: You must die
* bobie
* boob boob booby balls
* D&D character sheets
* Tabletop improvements
* Grass battlemap
* You can now put shit inside of the board
* change variable name
* make the grass tabletop better, again
* update the damn thing AGAIN
* update the shit AGAIN
* You can now take stuff out of tabletops
* Make it use parenting to avoid zany bugs
* MORE battlemaps! Battlemaps for everyone!
* You can now dump out pieces + cleanup
* All (most) non-game pieces should fall to the ground
* make the verb a bit more responsive
* Librarian content officially done
* fix tests i think
* i forgot the sheet
* Smidgen of refactoring
* You can no longer put high risk items inside of boards
* no boardgame defusal
* minor refactoring
* hoplogrma
* doc
* fix rt
* Adds Advanced ointment and bruisepack recipes
* Changes the sprites to the ones from /tg
* Changed names and sprites, slight tweaks
* Formatting
* Solve Conflict
* Formatting
* Fix issues found in check
* Fix Oopsie
* interrogator lamp
Ultra-bright lamp for the bad cop
* interrogator lamp update
-Reduced energy consumption, improved base energy source for extra thorough interrogation
-The Basic Rights of Sentient Beings have been respected by reducing the number of flash charges. Now they slowly regenerate over time.
-The chief engineer fixed the charge indication, although there was a conscript on the shift. It may not work as intended
* Changed Energy Sword system to allow Wieldable eswords
Needed to add conditions to allow the wielding system to handle the esword if the component existed in the entity. The normal eswords work just fine still.
* Adds sprites for double bladed esword
* added double bladed esword to yml
* Add double bladed esword to uplink catalog
* fixed sprites on right handed wielding
* decresed speed a little and added a wielding time
* Reduced damage
* Damage change
* Balence change
* edited attack speed and heavy windup
* fixed readability issue and removed unwanted brackets
* reflectProp to .75
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
* wieldTime to 0
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
* litDisarmMalus to .7
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
* changed heat and slash damage to 9 and structural damage to 20
* changed uplink desc
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Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>