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Merge Upstream #56
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Merge Upstream #56
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Adds a way to specify traits in the jobs special area. Hashset so you can specify multiple traits. Tested on Nuclear14 to give the tribals a specific language in a friendly way. ``` special: - !type:AddTraitSpecial traits: [ LanguageTribal, LanguageChinese ] ```
# Description This fixes the Job IDs that show in the time transfer panel because the users that added them did not add the FTL for them to be named in game. --- # Media Images are broken up by their respective showings. <details><summary><h3>Job Icon Images</h3></summary> <p> ![image](https://github.com/user-attachments/assets/f7356d10-5a82-4cc1-9589-3a6099920c5b) ![image](https://github.com/user-attachments/assets/0a7423e0-a1b9-429a-85b5-0049c6891e0e) ![image](https://github.com/user-attachments/assets/8333ad4f-475a-4344-81b7-184fbffc47d8) </p> </details> <details><summary><h3>Nanotrasen Representative Stamp</h3></summary> <p> ![image](https://github.com/user-attachments/assets/9a7b9693-d9bd-4d06-b6df-fa0aa3787096) </p> </details> --- # Changelog :cl: - fix: Fixed the NTR Stamp Texture on Paper - fix: Fixed name of Senior Officer, CBURN, and Deathsquad.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Check the changelog for the full list. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added Holopads (unmapped) - add: Intellicards are now useful for removing/adding a Station AI's brain. - add: Added the Communications Console to Station AI actions. - add: AI now has a warp point. - add: Added more things for the AI to press. - add: More AI laws have been added. - fix: Fixed the mail system - fix: Fixed AI actions - fix: Fixed invalid spawns for station AI breaking and ruining your ability to play it. - fix: The Station AI's name will now properly send in "arrived to the station" announcements. - fix: Changed the CPR sound to simply not loop until fixed. - fix: Fixed unlocalized messages being sent for the random sentience event. --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: ScarKy0 <[email protected]> Co-authored-by: Zachary Higgs <[email protected]> Co-authored-by: MendaxxDev <[email protected]> Co-authored-by: chromiumboy <[email protected]> Co-authored-by: slarticodefast <[email protected]>
This does cause it to warp onto the wrong airlock (at arrivals), but that's a map issue. (Yes, I tested it) # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Fixes arrivals destroying all nearby doors/walls/etc. --------- Co-authored-by: Plykiya <[email protected]> Co-authored-by: MilenVolf <[email protected]> Co-authored-by: Gansu <[email protected]> Co-authored-by: aa5g21 <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: Pieter-Jan Briers <[email protected]>
* Added checks to not target AIs and people in containers * made the change to use IsEntityInContainer. Much Better! * returned old Mindquerry and removed wrong use of admin logger * guard statment * removed unnecessery refs and fixed position swap * Minor change --------- Co-authored-by: metalgearsloth <[email protected]>
Layout would break for machines with >6 lights because the column count was hardcoded. Uncap the UI width and fix the rows count instead. Lights with less than 4 characters of text weren't aligned right, now they are.
* allow ai to understand if its handcuffed. * rerun tests they worky on local * Contained here in, a string of expletives about flaky tests. * on retrospect, default true is probably smorter. * do reviews * I forgor xml * more xml
Reordered MeleeCombatCompound to improve unpulling
* ai stays seated while cuffed. * Do the thing I thought was dumb.... whatever. * less than
* FINALLY * Update animals.yml
* Add IsNullOrEmpty checks before indexing KnownSubnets * actor
* remove ItemToggle from PowerCellDraw query * add EntityQuery for resolves, make them all optional * move integration to ToggleCellDraw * add ToggleCellDraw to almost every PowerCellDraw prototype * * * * let it disable on mapinit * set update time on mapinit, make borg power logic consistent now * --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
* ItemToggle + slots stuff - Add component for itemslot locks to match LockComponent (surprised this didn't exist). - Add thing for pointlight to match itemtoggle. In future should be used for PDAs and stuff but need to fix some other stuff first. * Also this * grill
fix energy shield visuals
* Update MoverController.cs * Update a bunch of movement code to use Entity<T> * Last errors * wow, there were more errors --------- Co-authored-by: plykiya <[email protected]>
* PDA can no longer be linked to multitool * Ignore previous commit, it would've broken things * Added SavableAddress field to DeviceNetwork component and PDA for testing. Still need to implement * System works, borg and pda addresses cannot be saved, but they still connect to the net. * Suit sensors can no longer be added to network configurators, still work for monitoring purposes. --------- Co-authored-by: Zachary Yona <[email protected]>
Fixes several issues alongside some console errors. Also refactors MoverController to use Entity<T>. Not specified changes: - Fixes the SurveillanceCamera console error. - Fixes the ItemToggleComponent for PDAs console error (hopefully) - Fixes the NPCSteeringSystem error. - Fixes the random bark error. # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - tweak: Outer clothing will now count as partial identity coverage. - fix: Fixed portal artifacts targeting the Station AI. - fix: Fixed job titles not showing up in various announcements. - fix: Ported some general mob AI fixes. - fix: Fixed energy shield visuals.
# Description Reworks the Martial Artist trait, making it a more impactful and visually distinct trait. - Left-clicks are now single-target power attacks, requiring less aim than before. - **50%** damage bonus reduced to **20%** damage bonus (same overall DPS with next change). - Gain **25%** attack rate bonus. - The attack rate bonus helps make the trait feel and look distinct from non-Martial Artist melee attacks. - **50%** range bonus reduced to **10%** range bonus. - The damage bonus is now also applied to Asphyxiation and Poison damage, which Lamia unarmed attacks deal. - Trait cost increased from **-3** points to **-5** points. - Striking Calluses (which requires Martial Artist) cost reduced from **-4** points to **-3** points to prevent the Martial Artist/Striking Calluses combo from being too expensive. The combo used to cost **-7** points, now it is **-8** points. The reworked Martial Artist trait is also given to the Boxers, Martial Artists and Gladiators. Also reverted some wizmerge messery that messed up the melee attack rate **again**, and messed up pistol whipping by making the cooldowns of gunshots and melee attacks intertwined. Also while we're at it, Natural Weapons Removal has been disabled for all species whose damage is pure Blunt, including Diona, Dwarf, Arachne and IPC. (IPC have 6 blunt so the trait would literally be a 0-point negative trait for them) ## Technical Details A new trait function has been added for Martial Artist: `TraitModifyUnarmed`, which modifies the player entity's `MeleeWeaponComponent`. The Claws, Talons, Natural Weapon Removal, and Striking Calluses traits have also been refactored under the hood to use `TraitModifyUnarmed`, instead of replacing `MeleeWeaponComponent` which would wipe out all the changes made by the Martial Artist trait. ## Media ### New Description ![martialartist](https://github.com/user-attachments/assets/de51530f-5f2a-41a8-b686-c12f746b5e4a) ### Martial Artist In Action https://github.com/user-attachments/assets/7890aac2-2c74-4abd-be9f-b28c2922c865 ### Striking Calluses New Description ![strikingcalluses](https://github.com/user-attachments/assets/bc15425e-3460-49f2-88f5-840c686e0053) ### Natural Weapons Removal New Description ![naturalweaponsremoval](https://github.com/user-attachments/assets/583adaa4-48c0-46e3-882b-1bb0f470018c) # Changelog :cl: Skubman - add: Martial Artist Rework: Martial Artist now costs 5 points, but it turns all unarmed melee attacks into single-target power attacks, with 20% bonus damage, 25% bonus attack rate and 10% bonus attack range. - tweak: The reworked Martial Artist trait is now given for free to Boxers, Martial Artists, and Gladiators. - tweak: Martial Artists (the job) and Gladiators can now select the Striking Calluses trait. - tweak: The Martial Artist trait now applies bonus damage to the Lamiae's unarmed Asphyxiation and Poison damage. - tweak: The cost of Striking Calluses has been reduced from 4 points to 3 points. - fix: Fixed a bug where slow weapons were fast and fast weapons were slow. - fix: You can pistol whip (right-click melee) immediately after firing a gun again, and the cooldown on firing the gun after pistol whipping is always 0.528 seconds again. - fix: Prevented Dionas, Arachnae and IPCs, who all have pure Blunt damage from selecting the redundant Natural Weapons Removal trait.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Adds frequencies to handheld radios. Ports [this PR](new-frontiers-14/frontier-station-14#1833) with changes. ![image](https://github.com/user-attachments/assets/e39d8fce-7fa3-4e0a-918a-506b0446de35) --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added handheld radio frequencies, accessible by pressing your "Use Item" key while holding one. --------- Co-authored-by: Whatstone <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> This PR adds credits for lobby screens, the same as lobby songs have. This works by adding `name` and `artist` to the LobbyBackground prototype and storing the prototype rather than just the path to the texture. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/6a348060-0ef2-4775-9adb-39a576a1c21e) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added credits for lobby screens. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: sleepyyapril, Stop-Signs, Memeji - add: Changed the Warden suit's capabilities. (Original author: Stop-Signs) - add: Repeater, Argenti, and 45 magnum rubber box to Bartender's loadout. - add: Red cloak to loadout (Port from Floof PR #390) - add: Witch Robes to loadout (Port from Floof PR #390) - add: Sawed-off PKA (Port from Floof PR #390) - add: The ChemMaster now has 20, 75, and 80 unit options available. - tweak: Made the ChemMaster wider. - fix: Ported Frontier fix to mag visuals on specific guns. - fix: Fixed heirlooms flickering negative mood when the moodlet ended. --------- Signed-off-by: Stop-Signs <[email protected]> Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: Stop-Signs <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: Radezolid <[email protected]> Co-authored-by: ErhardSteinhauer <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description Adds Facial Hair to IPCs. They already have hair and human-like heads like the Zenghu, Ward-Takahashi and Bishop Cybernetics heads, so I think it makes sense to give them facial hair too. ## Media ![ipcfh2](https://github.com/user-attachments/assets/e2e46150-f7b6-4fe6-ab91-2bf88de81cdd) ![ipcfh1](https://github.com/user-attachments/assets/05c9663f-764e-4bec-af3f-f6fb4292314a) ## Changelog :cl: Skubman - add: IPCs can now wear Facial Hair.
# Description Just because I can. I've added requirements to every firearm available in Loadouts, and added a minimum character age requirement to them in order to make them consistent with Space Law(Biesel Republic Law). # Changelog :cl: - add: In order to comply with Biesel Republic laws governing firearm ownership, all firearms now require that a person be 21 years of age or older to purchase.
# Description Adds an alternative set of Bunny Ears and Bunny Tail markings for humans as part of the Kemonomimi markings set, which comes from the bunny ears item. ## Media ![SirinaBunny](https://github.com/user-attachments/assets/2c024ab0-ca8e-46e2-ab13-7bb71042786e) ![BunnyGirlEars](https://github.com/user-attachments/assets/9402700a-a7bd-4874-b505-8ddbdc6f51c9) ![image](https://github.com/user-attachments/assets/d73f0528-c625-4848-b1da-7f7085accd07) ![image](https://github.com/user-attachments/assets/a93f5424-5155-48d7-933c-c13693bcbc5b) ## Changelog :cl: Skubman add: Humans have received alternative bunny ears and bunny tail markings that look the same as the bunny ears from the AutoDrobe, but color-customizable.
# Description Fixes the attack values of mining weapons which were messed up in the Wizmerge. For the pickaxe, I reverted all damage values to be the same as before. For the mining drill however, I opted to keep the rapid fire rate because it was an interesting effect and just added the extra range from pre-wizmerge and the throwing damage back. I also **greatly reduced the mining drill's stamina cost** because it was a common complaint among players. Before the wizmerge, the mining weapons (pickaxe and drill) were in `Resources/Prototypes/Entities/Objects/Weapons/Melee/pickaxe.yml` but they got moved to `Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml` and thus the EE-specific changes got wiped. Also fixes a subtle bug in `SharedMeleeWeaponSystem.OnMeleeSelected`, responsible for resetting the cooldown of a melee weapon upon selecting it, that treated attack rate as attacks per second as opposed to seconds per attack : ```diff private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args) { ... - var minimum = curTime + TimeSpan.FromSeconds(1 / attackRate); + var minimum = curTime + TimeSpan.FromSeconds(GetAttackRate(uid, args.User, component)); if (minimum < component.NextAttack) return; component.NextAttack = minimum; DirtyField(uid, component, nameof(MeleeWeaponComponent.NextAttack)); } ``` Bug above was particularly noticeable for weapons with a very fast attack rate like the mining drill and north stars, which caused the `NextAttack` delay on select to be 4 seconds instead of 0.25 seconds. Another subtle issue, the Goliath's attack rate field was `0.75` but the field was set from Wizden and means attacks per second, not seconds per attack so I changed it `1.33`. ## Media **Pickaxe** <img width=300px src="https://github.com/user-attachments/assets/8bf1290e-6506-4ac8-9b8b-2bb23a2013b6"> **Mining Drill** <img width=300px src="https://github.com/user-attachments/assets/2f852a29-7b58-4e33-8264-67bab87254fd"> **Diamond Tipped Mining Drill** <img width=300px src="https://github.com/user-attachments/assets/750fa019-17dc-4d21-900c-88526c873771"> **Mining with Mining Drill** https://github.com/user-attachments/assets/a9822ccb-c991-4341-a076-fd89a8689e0c ## Changelog :cl: Skubman - fix: The mining drill now has a fast fire rate and extra range again. - fix: The pickaxe and the mining drill can now be used as throwing weapons again. - fix: Fixed a bug where selecting weapons with a fast attack rate took a few seconds before you could attack with them. - fix: Fixed the Goliath attacking too fast. - tweak: The power attack stamina cost of mining drills has been reduced to 0.7 stamina. - tweak: Re-adjusted the damage of the pickaxe.
# Description This adds the Magistrate to the role list of Central Command VIPs. This also splits up the Central Command VIPs into their own department named "Dignitary" for the purpose of making it clear that Central Command VIPs are above Command and should be responding to orders from Central Command. --- # TODO Lots of stuff to do here, mostly just transferring Chief Justice's loadout to also work for Magistrate (most of it). I'll also list the basics I've done as well. ### Magistrate-Specific - [x] Add Magistrate-only Access (for locker). - [x] Add Magistrate Job, Job Icon, and PlayTimeTracker - [x] Add Magistrate clothes (ported from PS13) - [x] Add Magistrate job spawner. - [x] Add Magistrate Locker Teleporter and Locker. - [x] Add Magistrate Contents to Locker. - [x] Add Magistrate loadout (Chief Justice included). - [x] Add Magistrate stamp and stamped icon. ### Dignitary Department - [x] Add Dignitary Department. - [x] Put Magistrate, Blueshield Officer, and Nanotrasen Representative in Dignitary. - [x] Add FTL for Dignitary. - [x] Put Dignitary above Command. ### Map Stuff - [x] Add Magistrate job spawners to maps. - [x] Add a Centcom Wintercoat to NTR and Magistrate on the Glacier map.\ ### Extras/Fixes - [x] Add winter coats for Magistrate and NanoRep on Glacier. - [x] Fix the category grouping FTL for NTR and BSO. --- # Media <details><summary><h3>Lobby/Customization Screenshots</h3></summary> <p> Jobs Listing ![image](https://github.com/user-attachments/assets/61ebe868-b411-449c-810d-794536b7c76f) Category Grouping ![image](https://github.com/user-attachments/assets/98a6707b-9631-4a38-892a-492a8b9461d3) </p> </details> <details><summary><h3>Items/Clothes/Entities</h3></summary> <p> Stamps (Stamp shows the same in the spawn menu) ![image](https://github.com/user-attachments/assets/7225ccca-a07e-4ae3-bd1f-c2e806a7b377) Magistrate Robes ![image](https://github.com/user-attachments/assets/abb39f42-e9bf-4038-94ad-418f0c642ff7) Spawner & Magistrate Robes ![image](https://github.com/user-attachments/assets/cdd38786-222c-48b8-8aaa-332f65dad265) Access List ![image](https://github.com/user-attachments/assets/f92cc6b5-3884-4a17-b898-095e7968ce2a) PDA Crew Manifest ![image](https://github.com/user-attachments/assets/38c5dc83-6fdf-41fe-b304-2f294359a87d) Lockers with Teleporter ![image](https://github.com/user-attachments/assets/cf1346fc-5b8f-4c52-a7a7-33c0c7bbedb6) Locker with Contents (from Teleported Locker) ![image](https://github.com/user-attachments/assets/9f18290a-07cc-4e4b-93f2-01276c7611b6) </p> </details> <details><summary><h3>Map Spawners</h3></summary> <p> Arena ![image](https://github.com/user-attachments/assets/10ba04c1-9d48-46e7-aa1e-700f22f1d169) Asterisk ![image](https://github.com/user-attachments/assets/a49434ef-2efe-4ae4-ae1e-c405add68704) Core ![image](https://github.com/user-attachments/assets/0fe868e4-92a9-4100-803b-66bb130ee68c) Edge ![image](https://github.com/user-attachments/assets/bbeebbc6-2a82-4707-b874-7ef8216ccb03) Europa ![image](https://github.com/user-attachments/assets/6be71cca-6599-46bb-8f8c-f67be12fdaf2) Gaxstation ![image](https://github.com/user-attachments/assets/02dfe9bb-98ff-41d5-bf9d-d87a4a05fe60) Glacier (Winter Coats for NTR and Magistrate as well.) ![image](https://github.com/user-attachments/assets/1849f239-611d-4370-a58d-2d63b9cba03c) Hammurabi ![image](https://github.com/user-attachments/assets/f8b544be-b8ab-4dd9-b801-d5482d244bb9) Hive ![image](https://github.com/user-attachments/assets/09514381-4131-491e-aa56-fff7b27d200a) Lighthouse ![image](https://github.com/user-attachments/assets/a0ddcddb-9133-40b0-9f77-b6d2a8eb0f21) Meta ![image](https://github.com/user-attachments/assets/695dec69-24f8-4de0-a237-9d24000d2a35) Pebble ![image](https://github.com/user-attachments/assets/1f9926c9-f5fc-4a4d-a4a0-1cabb15e5907) Radstation ![image](https://github.com/user-attachments/assets/b61dda0d-5a4c-4463-bc80-508426039c85) Saltern ![image](https://github.com/user-attachments/assets/57c3e590-09f4-4862-b1d0-193c1db9488e) Shoukou ![image](https://github.com/user-attachments/assets/81a9b185-8d7b-4efa-b565-397f44fe5cd8) Submarine ![image](https://github.com/user-attachments/assets/2e5860c1-8bea-4730-a629-da348056d7c3) Tortuga ![image](https://github.com/user-attachments/assets/e45b066a-3180-4dce-af27-bc4af8c2bb59) </p> </details> <details><summary><h3>Misc. Minor Fixes</h3></summary> <p> Chief Justice Access ![image](https://github.com/user-attachments/assets/10d54485-d0ee-40bb-b048-738e61bf585f) Category Groupings (BSO AND NTR) ![image](https://github.com/user-attachments/assets/8548dc33-f75f-4051-84b2-e26230f3cc2c) ![image](https://github.com/user-attachments/assets/dd67ad17-0128-4ca6-bf8d-9b4fded117a5) </p> </details> --- # Changelog :cl: - add: Added Magistrate role. - add: Added Dignitary Department. - add: Added winter coats for NTR and Magistrate on Glacier Spawn. - tweak: Moved Blueshield Officer and Nanotrasen Representative to Dignitary Department. - fix: Fixed the category groups identifier for BSO and NTR in Loadouts. - fix: Fixed Chief Justice tag in ID Card Computer. --------- Co-authored-by: sleepyyapril <[email protected]>
# Description Adds new attributes to Vigor and Lethargy to catch up with the recent traits: Vigor: - Still has +10 stamina - Now increases stamina regen per second from 3 to 3.6 - Time to regenerate 50 stamina: ~13.8 seconds - (As a reference, the base time to regenerate 50 stamina with 3 regen is ~16.6 seconds) - Now reduces the delay of stamina regen after stamina damage from 3 seconds to 2.25 seconds Lethargy: - Still has -15 stamina - Now decreases stamina regen per second from 3 to 2.4 - Time to regenerate 50 stamina: ~20.8 seconds - Now increases the delay of stamina regen after stamina damage from 3 seconds to 3.75 seconds As a bonus change to be consistent with the traits, Onis and Felinids now have their stamina regen scaled precisely with their non-standard stamina points, such that the time where they regenerate all their stamina is the exact same. Onis have (3 * 1.15) 3.45 stamina regen, and Felinids have (3 * 0.85) 2.55 stamina regen. ## Why / Balance Vigor/Lethargy was one of the traits designed early in Einstein Engines' lifetime. For better or for worse, Vigor has been powercreeped by several traits in the same cost bracket: ![image](https://github.com/user-attachments/assets/7df6a18d-dc6d-499f-8c7d-1a7ef51c10ee) Why get a +10 stamina stat increase when for the same points you can either have a constant source of power attacks (Martial Artist), traverse difficult terrain faster (Parkour Training), or have a constant 10% armor (Dermal Armor)? Adding faster stamina regen could mean more stamina for Power Attacks in prolonged fights, and being able to recover from stamina slowdowns faster, escaping bad situations more efficiently. This makes Vigor more or less up to par with the new traits. ## Media **New Vigor Description** ![newvigor](https://github.com/user-attachments/assets/4735e7e2-70d7-4afe-84d7-ad120d839dd4) **New Lethargy Description** ![newlethargy](https://github.com/user-attachments/assets/089573b8-05e3-40e2-bcce-f5c6b63eabec) ## Changelog :cl: Skubman - add: The Vigor trait now has additional effects! Aside from increasing stamina, Vigor now increases stamina regen per second, and reduces the delay of stamina regen after taking stamina damage. The opposite effects have been added to the Lethargy trait. - tweak: The Oni species now has slightly increased stamina regen, and Felinids decreased stamina regen.
…ngines into mergeupstream
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