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NSV Shrike - A GAMEPLAY EXPERIMENT #1298
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haha funny space loop
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
CC recovery ship point vendors canister helper map edits!
Updated map images up top. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
There was an issue with guns being inaccessible after maintenance, despite being in a powered area These were the steps I took: Open panel with screwdriver, wrench, crowbar I did check to make sure it was out of maintenance, tried relogging, and make sure the other gun wasn't affected. Nothing seemed to work |
About The Pull Request
This PR includes an experimental set of maps aka ships designed for lower pop numbers.
Please do note: there are a large number of experiments being run on this map regarding population, jobs, mechanics and priorities.
"Map is missing X feature!!!!!" - This is likely intentional, unless we are talking about an APC or something along those lines, X feature is likely not included on purpose as a part of the testing.
Main Features:
Insert Pictures Here:
![s1 - Copy](https://user-images.githubusercontent.com/45891563/118908685-ff877b00-b960-11eb-9dd3-8dbaf05e23d4.png)
![s2 - Copy](https://user-images.githubusercontent.com/45891563/118908726-0f9f5a80-b961-11eb-9498-5a173f194f36.png)
Why It's Good For The Game
Experimenting with a number of features to help shape the future of NSV13 mapping and gameplay.
Probably code stuff too.
Changelog
🆑
config: New map! Edit config!
add: Added a new 2 layer multi-z heavy map
add: Added a new mining "ship"
add: Added 3 unique shuttles
add: Did some code stuff probably
code: Updated some old code functionality
imageadd: Added some floor sprites
imageadd: Probably added other sprites too
/:cl: