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[PORT] Replaces Upgraded Cybernetic Ears with two new variants #6356
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Adjusts the placement of basic and upgraded cybernetic ears in the research tree and adds two new variants: Whisper-sensitive Cybernetic Ears, which make it slightly easier to hear whispers from a tile away, at the cost of higher vulnerability to flashbangs and other loud noises; and Wall-penetrating Cybernetic Ears, which allow you to 'hear through walls' so to speak, also at the cost of higher vulnerability to loud noises. Basic cybernetic ears are now in basic medical tech node, meaning that medbay can print them roundstart the same as other basic cybernetics. The upgraded cybernetic ears are now unlocked with the other tier 2 cybernetics. The two new ear variants are unlocked with the other tier 3 cybernetic organs, and the luminiscent and welding shield eyes have also been moved there from the cybernetic implants node for consistency reasons. The whisper ears allow you to clearly hear whispers from up to seven tiles away, the same range where you can hear normal speech. The wall-penetrating ears allow you to hear normal speech within seven tiles even through walls. Due to technical limitations, runechat popups do not show up for people you can't see, but the messages will still show up in chat. Currently, upgraded cybernetic ears are very underwhelming compared to other high-tier cybernetic organs. All other high tier organs provide some sort of benefit; even if the benefit is minor like a built-in flashlight, a slightly higher tolerance to alcohol and toxins, or higher tolerance to disgusting food. This change is intended to grant similarly minor but useful benefits to the cybernetic ears. :cl: add: Added whisper-sensitive cybernetic ears, which make it much easier for the user to hear whispers at the cost of being more vulnerable to loud noises add: Added wall-penetrating cybernetic ears, which allow you to hear speech through walls balance: Basic cybernetic ears and upgraded cybernetic ears are now unlocked with the other basic/normal cybernetics balance: The welding shield and luminiscent cybernetic eyes are now unlocked with the other upgraded cybernetics /:cl:
## About The Pull Request Turns out my PR broke holopads a little bit. Thankfully the fix was pretty easy. Fixes #77730. ## Why It's Good For The Game Bug fixes good. ## Changelog :cl: fix: The caller in a holopad call should now be able to hear people on the other end. /:cl:
## About The Pull Request In light of the issues caused by #77350, it would be good to add unit tests for radio messages so that this doesn't happen again. I have tested the unit tests, they will pass with the current code but correctly fail if the aforementioned bug is still present. ## Why It's Good For The Game Unit tests are good. ## Changelog No player-facing changes, just unit tests.
…9888) 515 changed get_dist to return inf when either end is on another z level, instead of just the maximum range. `/mob/living/Hear` early returns when the speaker is too far away to hear. Previously we would get around this by passing in INFINITY as the range for the message, but the INFINITY define is just a very large number instead of real infinity which is what byond gives back for get_dist. I also improved the unit test a little while debugging this.
This was referenced Apr 15, 2025
This was referenced Apr 18, 2025
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Approval: admin approved
PR is approved by admins
Balance
perfectly balanced as all things should be
Feature: Feature
The creature feature. featuring: the creature.
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About The Pull Request
Ports tgstation/tgstation#75931
Why It's Good For The Game
Changelog
🆑 Absolucy, GPeckman
add: Added whisper-sensitive cybernetic ears, which make it much easier for the user to hear whispers, at the cost of being more vulnerable to loud noises.
add: Added wall-penetrating cybernetic ears, which allow you to hear speech through walls.
balance: Basic cybernetic ears and upgraded cybernetic ears are now unlocked with the other basic/normal cybernetics.
/:cl: