Score thief part 1#227
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marked this pull request as draft
July 17, 2026 02:16
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I still need to redo the guidebook pages so it's a draft now |
PopupPup
marked this pull request as ready for review
July 17, 2026 06:11
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It should be done now. I am going to add multipliers to more things (mostly NT proprietary stuff like head's hardsuits) but that'll be in a separate PR |
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About the PR
Reworked thief. Thief now gets a speso goal and has to that many spesos worth of items. Thief also has the innate ability to see speso values for items.
Why / Balance
Objective thief (aka "normal" thief) is basically a diet tot with a subset of their gear, options to engage with the round, and objectives. This helped thief serve it's purpose as a minor objective but it also caused it to lack a distinct identity. Score thief fixes that by changing thief's objectives and, in a future PR, loadout. This should also prevent the issue with freeform thief stealing critical station infrastructure as all of it (that I remembered) has a multiplier of zero for score thief's objective and that is visible to the thief on examine.
Technical details
added some loc strings, added and modified some yaml files, and made a number of components and systems
Test plan
Open the game, spawn an urist (with clothes for the kit), make them a thief, and look around. Examine some things, and try stealing things by keeping them in your inventory or near the thieving beacon.
Media
Requirements
License
MIT
Breaking changes
Thief has been completely reworked. To undo this as a downstream simply go to
Resources/Prototypes/Roles/Antags/thief.ymlandResources/Prototypes/GameRules/subgamemodes.ymland remove the labeled funky changes and revert the guidebook page rewriteChangelog
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