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fix(content): Add back instances of "ser" and explain what it means in the Skadenga and Stones of Our Fathers missions #9989

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merged 12 commits into from
Apr 28, 2024

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Content fix
This PR addresses something SpearDane brought up while we were working on Saga's Saga.

Summary

In #9622 all instances of "ser" were changed to "Captain" to make the dialogue more gender neutral (as the captain is never given a gender, being an extension of the player). However, "ser" is actually used in literature as a gender neutral form of address, and is not to be confused with "sir". It is meant to be used in the Deep somewhat regularly, but "especially by more traditional communities".

See: https://en.wiktionary.org/wiki/ser#English

@bene-dictator bene-dictator added the text - short Content that contains short blocks of text such as jobs, small missions, descriptions, etc. label Apr 13, 2024
@Zitchas
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Zitchas commented Apr 13, 2024

That's a neat bit of literary knowledge. This sounds good to me.

@xX-Dillinger-Xx
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I learned something today and I like it, but there still is the possibility that people will think it is just a mistake or some sort of attempt at an accent like the w being replaced with v and assume it to mean "sir". It already happened at least once and "ser" was removed. Is there some way to teach the player and explain it's use? In an age where gender neutrality is becoming increasingly more important I think it would be a nice addition. We have some pretty clever writers here, I'm sure somebody can come up with something.

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Is there some way to teach the player and explain it's use?

Possibly a choice dialogue like "Sir? I'm not that distinguished." or "Why are you calling me Sir?" that leads to the other character explaining 'ser'.

@bene-dictator bene-dictator requested a review from a team April 16, 2024 04:18
@bene-dictator bene-dictator added the content A suggestion for new content that doesn't require code changes label Apr 16, 2024
@bene-dictator bene-dictator changed the title fix(content): Add back instances of "ser" in the Skadenga and Stones of Our Fathers missions fix(content): Add back instances of "ser" and explain what it means in the Skadenga and Stones of Our Fathers missions Apr 16, 2024
label ser
action
set "Stone of our Fathers: ser"
` "You're not from around here, are ya? Ser's just what decent folk call each other in the Deep. Sign of respect and the like. Though I am hearing it less and less these days. Old ways being forgotten, but ain't that the way of things?"`
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` "You're not from around here, are ya? Ser's just what decent folk call each other in the Deep. Sign of respect and the like. Though I am hearing it less and less these days. Old ways being forgotten, but ain't that the way of things?"`
` "You're not from around here, are ya? Ser's just what decent folk call each other in the Deep, man or woman. Sign of respect and the like. Though I am hearing it less and less these days. Old ways being forgotten, but ain't that the way of things?"`

Perhaps something like this would work to highlight it is explicitedly gender neutral?

I really don't get the impression that that implies that as it stands, it just feels like they're explaining why they're calling me sir, albeit the Deep's accented version of it.

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@SpearDane SpearDane Apr 17, 2024

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I find this a little problematic.

First, by saying it applies to men or women you are making a phrase that is non-binary; binary. Feels like a step backwards.

Second, I'd argue that Skaldgar not making it gendered is enough to make it clear it isn't gendered. You've asked for an explanation and he is clearly not saying it's just for men. It's explicit in the omission. There is something refreshing in him not even viewing the question through a gendered/binary lens. It's just a nice thing that folks call each other.

Third, even if I were to render this in language that feels a little more like Skaldgar, and is not binary... for instance...
"...folk call each other in the Deep, regardless of whether they're gals, guys, or anything else."

It just feels off. It feels explicit and immersion breaking. Like he is addressing the person behind the keyboard and not the character in the game.

My suggestion is that you have the player be direct about it in a possible follow up question - should the player really want to press the issue. After he tells you what is currently written you could ask something like:

"Does Ser just apply to men?"

And then Skaldgar:

The old man narrows his eyes at you and his mouth falls slightly open like he's trying to make sense of a puzzle, finally, he says, "What's the bits between a fella's legs gotta do with anything? I already said, 'Ser' is just what decent folk call each other; ain't nothing more to it. Don't matter if you're a guy, gal, or anything else. Hel, I reckon I'd even call an elf 'Ser' if they done me a good turn."

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This sounds like a more elegant solution.

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Yes, a follow up question works best! The binary nature of that suggested sentence is the reason i said "something like this" as opposed to simply "this". Thanks, @SpearDane!

I wasn't satisfied with it, but something was absolutely necessary. Omitting if it is or isn't gender neutral absolutely does not imply it gender neutral if the questioner believes it is a clearly gendered word, which is exactly what lead to the added text string in the first place!

If an until then non-gendered player character questions why they are being called Sir and is told it is "just what decent folk call each other", it sounds like it confirms one's a man, or at least male presenting, to the eyes of the NPC. "Why yes, sir is what decent folks call each other... if they are men. Sounds like i'm one, then." is my worry of what would go through many player's minds reading only the original question.

This follow-up works to fix that without making the old men immediately jump to a gendered lens - great suggestion, Dane! 🎉

Here's an additional suggestion, though:

What about "So Ser is different from Sir?" as an alternative [2] option to the follow-up question, with an edited answer that acknowledges the reasonableness of the player's confusion?

It'd be for flavour, seeing as the implemented option already makes it sufficiently explicit, but while implying the player is foolish for asking - "What does that have to do with anything?" with a confused expression really doesn't go a long way to make the person behind the keyboard feel heard through the player character, and may itself break immersion. That is never good as the only option unless it is meant to be foolish to ask, or at least asked in a foolish way. I understand this is highly unlikely to be what you meant by it, but i find it'll come off that way to some!

It does succeed at implying that the old man doesn't see things through that gendered lens, and that is really great, but it really can feel more like it's telling the person behind the keyboard "it's gender neutral, you #%@%, why would it possibly not be?" as opposed to "oh no no, Sir is a different word to Ser, ser!".

It isn't an unreasonable confusion at all and it is never desirable to imply the player is unwise for being confused with writing which is ambiguous. "So Ser is different from Sir?" also makes the person behind the keyboard's confusion very explicitly the same as First-Last's confusion, avoiding speaking directly to the human player as opposed to the in-game character when tackling it.

So, what about this as a second option to the follow-up:

[1]"Does Ser just apply to men?"
[2] "So Ser is different from Sir?"
The old man's eyes widen slightly before he nods and says, "Oh, oh yes, i see your confusion now. What's the bits between a fella's legs really has not to do with anything. Like I already said, 'Ser' is just what decent folk call each other; ain't nothing more to it. Don't matter if you're a guy, gal, or anything else. Hel, I reckon I'd even call an elf 'Ser' if they done me a good turn."

With that, i find that it enhances option [1] in turn by making the slightly ruder answer there be due to your unwise choice of words!

What do ya'll think?

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Both versions are fine but I think I prefer @LorenzoBolla's a little more. It feels a little friendlier.

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I saw ser used this way in some other fantasy/pseudo-medieval books, not just GRRM's.

Don't know about sci-fi though

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Fair enough anyway : )

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@LorenzoBolla LorenzoBolla Apr 20, 2024

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I'd like to point out that I've read books that used 'Ser' and never once did they feel the need to go out of their way to explicitly explain its use. I've never read a character/narrator define it for the audience. The authors assumed their readers were smart enough to figure it out via context.

Considering that we were unable to figure it out via context, to the point it was removed from the game on #9622, the same cannot be done here. It was tried, and now 2 PRs were the result. Perhaps it's a difference in audience, or indeed just a game vs. book thing!

But either way, i strongly believe it would be very unwise to add it back in without making it explicit, as it does not fix the issue which started this to begin with. It's not a may-as-well-while-adding-it-back-in, but a prerequisite, and for the following reasons i believe we have not done so as well as we should.

Also, it's important to remember that this scene is being spoken, and saying "So Ser is different from Sir?" sounds ridiculous and senseless when spoken out loud.

I, and all which were confused by it's use, assumed that Ser was pronounced differently than Sir. The whole premise is that people think that Ser is Sir with an accent which pronounces it with an E, same as the W to V accent seen in the same mission string.

Is it really pronounced the exact same, with no phonetic difference at all?

I had personally read it as pronounced like the "ser" seen in my language (the verb "to be" in the infinitive and the word "being" as in "human being"; "ser humano", in Portuguese). I don't have enough knowledge of the phonetic alphabet to explain it better.

"So Ser is different from Sir?" reads, to someone thinking that, as First-Last explicitly pronouncing Ser with an E, and Sir with an I, pointing out their (and the human player's) confusion very clearly and concisely. To be unable to do that, with the option which is made available leading to a confused, coarse answer from the NPC, would lead to a frustrating situation for the player.

"Oh, I'd have asked that better, come on!" Is not the desired sensation we wish to transmit, and it does not to a good job at maintaining immersion. Really, it completely shatters it. Even if Ser actually sounds exactly like Sir, the human player does not think that and therefore such a scenario has to be avoided entirely.

If it is pronounced the same, then it cannot be translated as the same confusion as First-Last's because it doesn't sound that way to them, in which case it is quite problematic to use it as it leads to confusion unexplainable without speaking to the human behind the keyboard or otherwise frustrating them.

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The more times I come back and read the new versions the less I like it. I don't really like the Skaldgar response that is given when he is asked for an explanation. It makes me think " Gee, sorry for asking"

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Is it really pronounced the exact same, with no phonetic difference at all?

I had personally read it as pronounced like the "ser" seen in my language (the verb "to be" in the infinitive and the word "being" as in "human being"; "ser humano", in Portuguese). I don't have enough knowledge of the phonetic alphabet to explain it better.

Fair enough. If you feel that way then I see no reason to remove it as a possible response/question.

For the less brash response to that question I recommend the following:

The old man gives you a gruff nod and says, "Ah, I see. Can be confusing for a newcomer, I s'pose. What's 'tween a fella's legs gots nothing to do with it. Just like I said before, 'Ser' is just what decent folk call each other; ain't nothing more to it. Don't matter if you're a guy, gal, or anything else. Hel, I reckon I'd even call an elf 'Ser' if they done me a good turn."

@roadrunner56 roadrunner56 requested a review from a team April 25, 2024 04:05
label "ser 2"
action
set "Stone of our Fathers: ser 2"
` The old man narrows his eyes at you and his mouth falls slightly open like he's trying to make sense of a puzzle. Finally he says, "What's the bits between a fella's legs gotta do with anything? I already said, 'Ser' is just what decent folk call each other; ain't nothing more to it. Don't matter if you're a guy, gal, or anything else. Hel, I reckon I'd even call an elf 'Ser' if they done me a good turn.`

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` The old man narrows his eyes at you and his mouth falls slightly open like he's trying to make sense of a puzzle. Finally he says, "What's the bits between a fella's legs gotta do with anything? I already said, 'Ser' is just what decent folk call each other; ain't nothing more to it. Don't matter if you're a guy, gal, or anything else. Hel, I reckon I'd even call an elf 'Ser' if they done me a good turn.`
` The old man narrows his eyes at you and his mouth falls slightly open like he's trying to make sense of a puzzle. Finally he says, "Gender's got nothin to do with it. Decent folks just use 'Ser' as a sign of respect for each other; ain't nothing more to it. Don't matter if you're a guy, gal, or anything else. Hel, I reckon I'd even call an elf 'Ser' if they done me a good turn.`

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I'm sorry, but that just does not sound like Skaldgar.

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It's just a suggestion that would need to be polished to sound like Skaldar.

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@SpearDane SpearDane Apr 26, 2024

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I get that, but making it sound like Skaldgar is how I arrived at what is written above. He's an old miner grandpa, he's going to be colorful. Using gender or sex just didn't sound right, too textbook, too sterile, too careful. That's where we arrive at the bits tween a fella's legs.

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Ser was confused for Sir and that was considered offensive enough to be removed. " the bits between a fella's legs" seems like it might be considered equally as offensive or taboo to some people and is inappropriate for the kids that play this game. What doesn't make sense is, Skaldgar is aware enough to use a gender neutral term but then quickly devolves into an overly colorful, rude, "old miner grandpa".
Yes, my version might be too textbook, too sterile, and too careful but the goal is to let the player know about the use of ser without offending anyone.

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Ser was not removed because it was offensive. It was removed because a few people were unaware of its meaning.

I am a bit flabbergasted that you think "bits between legs" could be inappropriate for children playing this game. Like... do you think children don't know about their genitalia? Like... one day when they are old enough they find out about it - but before then they just assume there is nothing there? I am a father of two, and I can tell you there's never been a mystery for my kids about that.

This is a game where people are being killed, genocide is happening, slavery is rampant, genetic experimentation, etc etc... but all of that is fine for a young mind - but you draw the line at acknowledging genitalia? Dude.

To your next point, Skaldgar is not "aware enough to use a gender neutral term", he's not cutting edge. It's an old term that was just always gender neutral.

And to your final point; you realize this is circular reasoning? I point out your suggestion isn't in his voice, you say you understand and recommend it be put in his voice, I point you that is exactly what I did, and now you say it doesn't matter it isn't in his voice?

No one was offended in the past, just some people did not understand what it means. That is what we're addressing here.

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I personally don't find any of it offensive. I only want to point out what might be an issue to other people. In some cultures, just referencing genitalia is taboo. As, for the kids part, I agree with you that if they are playing this game, "bits between legs" shouldn't be an issue but not all people feel the same way. Why risk it just to add flavor, when flavor isn't really the goal of this whole new dialogue.
Ser was removed because "some people did not understand what it means" is accurate but , at the time, the idea was put forth that we could not use it, because it was not gender neutral. To me, that means the fear was it could offend some people.

I'm not trying to pick a fight I'm just pointing out areas that might become an issue later. I like to play devils advocate just to make people think. The best question to ask before you do anything is, "What if?". As soon as you think you thought of everything, some else comes along and finds the one thing you missed.

I have made my alternative points of view clear enough. I'm fine with letting the other members help bene-dictator decide what to use. Use some of it, or use none of it, it's all fine by me.

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@SpearDane SpearDane Apr 27, 2024

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Why risk it just to add flavor, when flavor isn't really the goal of this whole new dialogue.

Having a character sound like themselves is not "adding flavor", it's intrinsically good writing. Maintaining their characterization is pivotal to helping the audience believe they are interacting with a real person - i.e. a character.

label ser
action
set "Stone of our Fathers: ser"
` "You're not from around here, are ya? Ser's just what decent folk call each other in the Deep. Sign of respect and the like. Though I am hearing it less and less these days. Old ways being forgotten, but ain't that the way of things?"`

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Suggested change
` "You're not from around here, are ya? Ser's just what decent folk call each other in the Deep. Sign of respect and the like. Though I am hearing it less and less these days. Old ways being forgotten, but ain't that the way of things?"`
` "Sorry, you're not from around here, are ya? That's Ser with an E not an I. Ser's just what decent folk call each other in the Deep. Sign of respect and the like. Though I am hearing it less and less these days. Old ways being forgotten, but ain't that the way of things?"`

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I disagree with him opening up with an apology. But if you feel strongly the "Ser with an E not an I" helps it make more sense, I think that is fair.

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Removing 'Sorry' is fine by me.

@@ -2471,29 +2471,63 @@ mission "Stone of our Fathers 1"
conversation
`Helheim's spaceport has all the constant hustle and bustle of a boomtown. It's dirty, lively, and packed with workers. As you walk through the spaceport, an aged man in a worn and weathered roustabout jacket waves his arm toward you and approaches you.`
` "You've got the look of one who knows a ship inside and out," he says. "Name's Skaldgar, ain't much for ships; earth, soil, and rock are my domain. But I do got a need to travel." He pauses as a wistful look briefly passes over his face. "I left, you see, decades ago. No goodbye. No note. Just... left. Living with others, taking care of others, hard on a man like me. I like solitude, peace, and work. But now my bones are brittle: the radiation, earth-rot as we call it, has taken hold and my time is running out. And I find, I don't want to be alone anymore."`
` He stops and frowns. "Look at me, rambling like an ol' man. Captain, I'd like to pay you <payment> to take me home, to <destination>."`
` He stops and frowns. "Look at me, rambling like an ol' man. Ser, Captain, I'd like to pay you <payment> to take me home, to <destination>."`

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` He stops and frowns. "Look at me, rambling like an ol' man. Ser, Captain, I'd like to pay you <payment> to take me home, to <destination>."`
` He stops and frowns. "Look at me, rambling like an ol' man. Sir, Captain, I'd like to pay you <payment> to take me home, to <destination>."`

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Leaving "sir" prompts the reason for asking the question.

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But he doesn't call you sir.

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I meant change it to 'sir' before the explanation and then 'ser' after. We read it as 'sir' even if it's spelt 'ser'. I think it might help the player understand that 'sir' and 'ser' sound the same but are indeed two different words.

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I understand. But that is not what he says; he does not call you sir.

You want him to call you 'sir' so you can have a reason for the player to ask, 'why did you call me sir'. But he doesn't call you that. This is very much putting the cart before the horse and it creates all kinds of additional problems.

You're forcing the player to be confused and to hear him incorrectly. You're removing agency from the player, and you're also damaging the game's credibility - since the game is literally misleading the player here.

And all of this just feel unnecessary. Skaldgar says 'ser', let him say what he says, why lie/mislead/force the player to mishear him? If the player is confused they can ask "why did you call me ser?" and Skaldgar then explains its a term of respect.

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Nobody is mishearing anything , both words sound the same, so it makes sense that the player would spell it sir. IMO Spelling it ser puts the cart before the horse because the player doesn't know anything about ser yet.

If the players character is a male then sir would make sense and there is no confusion but the player might wonder why the "why are you calling me sir" question is there and click to find out. However, if the players character is not male then the "why are you calling me sir" question makes sense and leads to the reveal that ser is actually a different word and is what was meant.

choice
` "If you have coin, I have room."`
` "I guess I can take a small detour."`
` "Why are you calling me 'ser'?"`

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Suggested change
` "Why are you calling me 'ser'?"`
` "Why are you calling me 'sir'?"`

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He didn't call you sir. And you're assuming the PC is assuming he called you sir. Maybe the PC just wants to know what Ser means.

@xX-Dillinger-Xx
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After re-reading the mission text from the current in game files, I'm starting to think that removing "ser" just makes more sense. Using Captain works just fine and doesn't create any confusion. Trying to use "ser" as a non gendered term of respect is creating a lot of controversy for word usage that is barely used anywhere. The more common old English use of ser was indeed a substitute for sir. Which brings us back to why it was removed in the first place. So, why are we trying to justify using a word in a way that is very uncommon?

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After re-reading the mission text from the current in game files, I'm starting to think that removing "ser" just makes more sense. Using Captain works just fine and doesn't create any confusion. Trying to use "ser" as a non gendered term of respect is creating a lot of controversy for word usage that is barely used anywhere. The more common old English use of ser was indeed a substitute for sir. Which brings us back to why it was removed in the first place. So, why are we trying to justify using a word in a way that is very uncommon?

It's only creating controversy for you.

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Trying to use "ser" as a non gendered term of respect is creating a lot of controversy for word usage that is barely used anywhere.

"Ser" being used this way isn't unprecedented in modern writing at all.

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@SpearDane
Like I said I, personally don't care what you do. I was simply pointing out that your solution isn't the best and in my opinion is incomplete. I play devils advocate for the betterment of the game. If you don't like my opinion, that fine, opinions vary but there is a good chance that others outside this conversation will also find issue with this proposed solution. Ultimately, the final decision is up to the devs and they will decide what's best for ES. I'm done trying to discuss anything with you, you clearly aren't interested in hearing anyone else's opinion.

@bene-dictator Sorry, for trying to offer an opinion that started an unnecessary argument.

@assaiLizzle Don't just give thumbs down without any explanations. It's very disrespectful. You just joined 13 hours ago and you came straight here to give me 👎 Seems kind of odd.

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SpearDane commented Apr 27, 2024

I'm done trying to discuss anything with you, you clearly aren't interested in hearing anyone else's opinion.

Dude. This thread is littered with me making changes and additions based off other people's opinions, including at the very start, yours. If anyone here is struggling with other people's opinions.. it is you.

Frankly, if you're not trying to troll, I feel you are fundamentally missing the point of this PR and it is causing some confusion on your part which is resulting in a lot of miscommunication here.

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@SpearDane Like I said I, personally don't care what you do. I was simply pointing out that your solution isn't the best and in my opinion is incomplete. I play devils advocate for the betterment of the game. If you don't like my opinion, that fine, opinions vary but there is a good chance that others outside this conversation will also find issue with this proposed solution. Ultimately, the final decision is up to the devs and they will decide what's best for ES. I'm done trying to discuss anything with you, you clearly aren't interested in hearing anyone else's opinion.

@bene-dictator Sorry, for trying to offer an opinion that started an unnecessary argument.

@assaiLizzle Don't just give thumbs down without any explanations. It's very disrespectful. You just joined 13 hours ago and you came straight here to give me 👎 Seems kind of odd.

I read you comments and found them rather uninformed and inflammatory, whats the thumbs down button for if not to dislike a comment?

@xX-Dillinger-Xx
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I understand the point of this PR perfectly.

  • Bene-dictator and SpearDane want to add "ser" back into the game.
  • it was removed in FIX: Hjlod use of 'w' in places, plus stopover name in mission #9622 because it was felt "ser" was just a substitute for "sir" and therefore was not gender neutral.
    • after doing some more research, I believe this was right course of action.
    • this is not a gender neutrality issue or debate, it's simply that the player character's gender is decided by the player and should not be referenced by the game.
  • there is very little to support the use of "ser" as a gender neutral honorific. Although it may be gaining a very small increase in it's use this way, even the link the Bene provided doesn't have any quotations of it's use.
  • It is my belief that anyone choosing to look it up themselves will come up with the 2 most common results
    • it's Spanish meaning "to be"
    • it's a substitute for "sir"

Therefore, the current version were "ser" was removed in preference of Captain works well, reads well, and causes no issues. Adding "ser" back in, even with a yet to be determined explanation, still leaves room for confusion, problems, and really doesn't add much to the game.

@roadrunner56
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there is very little to support the use of "ser" as a gender neutral honorific. Although it may be gaining a very small increase in it's use this way, even the link the Bene provided doesn't have any quotations of it's use.

Endless Sky is a work of fiction. We can make stuff up that doesn't exist in real life. The player has the opportunity to clarify the use of 'ser' and learn that it is considered gender-neutral within the world of Endless Sky. A unique honorific adds flavor to the Deep and establishes that it is a cultural region separate from the rest of human space. That is the point of this PR.

@Anarchist2
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The others have largely summed up my thoughts on the matter. Regardless of its scarcity in real life, the word exists within Endless Sky as a way to distinguish the language of the Deep, and adding in mentions of "sir" is unnecessarily misleading.

@Anarchist2 Anarchist2 merged commit 92a8176 into endless-sky:master Apr 28, 2024
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@bene-dictator bene-dictator deleted the ser-estar-soy-estoy branch April 28, 2024 08:04
Zitchas added a commit to Zitchas/endless-sky that referenced this pull request May 18, 2024
* feat(enhancement): Allow ships to define their center of rotation (endless-sky#9423)

* feat(balance) Nerf Shield Refactor Module (endless-sky#9447)

* ci/cd: Run integration tests without OpenGL (endless-sky#9466)

* chore: Migrate to C++17 (endless-sky#8996)

Co-authored-by: quyykk <quyykk@protonmail.com>

* feat(ui): Added keyboard navigation to the preference and plugin panels (endless-sky#9581)

* fix(ui): Better switching from mouse to keyboard navigation in plugins menu (endless-sky#9610)

* feat(artwork): Unique projectile & hit effect for Ionic Turret (endless-sky#9596)

* feat(enhancement): NPCs can be given a "restricted" personality to follow their government travel restrictions (endless-sky#9412)

* refactor: Resolve some C++17 todo items (endless-sky#9613)

* ci: Make the integration tests a bit more deterministic (endless-sky#9546)

* ci: Use C++ instead of the test_parse scripts (endless-sky#9449)

* refactor: Rename confusingly named variables in Engine (endless-sky#9522)

* feat(mechanics): Make escorts only pathfind through systems that the player has visited (endless-sky#6127)

* fix(build): Fix compilation error on SDL before v2.0.22 (endless-sky#9609)

* fix(typo): Correct grammar around payment replacements (endless-sky#9619)

* feat(ui): Shop keyboard navigation remembers selected column when moving between differently sized rows (endless-sky#9617)

* fix(typo): Typo in "Pookie, Part 3" (endless-sky#9625)

* ci: Don't cancel commits to the main branch (endless-sky#9618)

* ci: Allow and run integration tests on every platform (endless-sky#9607)

* feat(enhancement): New minable payload attributes and prospecting weapons (endless-sky#9397)

* fix(typo): Fix uses of "v" vs "w" in Skadenga + some other tweaks (endless-sky#9622)

Ser -> Captain
`<destination>` -> `<stopovers>` in a mission dialog.

* feat(content): Insert joke about black box in Sheragi quest line (endless-sky#9589)

* feat(ui): Allow "u" and "e" to be used as "Buy/Sell All" shortcuts on the trading panel (endless-sky#9623)

* feat(content): A new set of bounty jobs where the bounty ship enters the source system (endless-sky#9532)

* fix(artwork): Adjust brightness of Core space on map sprite (endless-sky#9434)

* feat(content): Sell Typhoons from Lovelace Labs outfitters shortly after their release (endless-sky#9629)

* feat(enhancement): Create flotsam tractor beams (endless-sky#9398)

* fix(content): Fixed outdated event condition in FW Bloodsea missions (endless-sky#9636)

* feat(content): Diversify the Assisting Merchants boarding missions (endless-sky#9446)

* feat(enhancement): "Shrouded" systems that can't be seen unless in visible range (endless-sky#9396)

* feat(content): Add large Swiftsong Hai transport jobs (endless-sky#9575)

* feat(mechanics): Adjust scaling of scan times with increasing number of scanners (endless-sky#9552)

* feat(ui): Add scrolling to the plugins page for both the plugins list and the selected plugin description (endless-sky#9603)

* fix(mechanics): Consider rings entirely contained within a mask as colliding with it (endless-sky#9644)

Fixes a bug where flotsam could skip past the collection radius around the edge of a sprite and get stuck in the middle of it.

* fix(typo): Add missing punctuation in FW (endless-sky#9646)

* fix(content): Correctly account for whether the player attacked Greenrock in the FW campaign (endless-sky#9647)

* feat(content): Small wording tweaks in the intro missions (endless-sky#9649)

* fix(typo): Pluralize "drive" in mission text (endless-sky#9651)

* feat(content): Change how Sayari refers to humans when translating for the Wanderers (endless-sky#9654)

* fix(ui): Ensure that all steps of the player's travel plan are visible (endless-sky#9624)

* feat(enhancement): Allow projectiles to penetrate through ships, dealing damage multiple times (endless-sky#6276)

* feat(content): Add a carrier variant option for the Kestrel (endless-sky#9653)

* feat(content): Gegno Intro Content Adjustments (endless-sky#9652)

* fix(content): Coalition mission grammar/consistency changes (endless-sky#9633)

* feat(content): New mining-focused ships and outfits (endless-sky#9621)

* feat(content): Add a new pirate territory to the South, including new ships, outfits, and more (endless-sky#9597)

* fix(shader): Fix a shader compilation error that can occur on older OpenGL versions (endless-sky#9667)

* fix(content): Add a location filter to the "remnant cafeteria" news so that they can display (endless-sky#9666)

* fix(typo): Remove erroneous article (endless-sky#9664)

* fix(content): Change Lunarium rescue jobs distances to prevent location overlap (endless-sky#9660)

* refactor(ui): Convert ShopPanel to using the new ScrollVar for its scrolling panes (endless-sky#9645)

* feat(enhancement): Added a message log panel for reviewing past hails and status messages (endless-sky#9246)

* feat(content): You can now ask the Quarg about the Coalition after having joined the Heliarchs or Lunarium (endless-sky#9538)

* feat(content): Change the Ringworld Debris: Quarg conversation to be more vague about the Ringworld's fate (endless-sky#9672)

* fix(ui): Fix segmentation fault when opening the message log (endless-sky#9675)

* fix(typo): Fix various typos (endless-sky#9677)

* fix(ci): Output the reason why an integration test failed if it failed because of a segfault (endless-sky#9678)

* feat(content): Add missions where you transport a Hai film crew to Darkrest (endless-sky#9606)

* feat(content): Add a mission transporting a group of Hai college students to Darkrest (endless-sky#9601)

* feat(content): Add a mining tutorial mission to the Sparrow intro quest (endless-sky#9163)

* fix(typo): Gegno planet description improvements (endless-sky#9680)

* feat(enhancement): Add an action that can be triggered when encountering an NPC (endless-sky#9049)

* feat(input): Tie the state of the caps lock to the state of fast-forward if caps lock is used as the fast-forward key (endless-sky#9676)

* fix(content): Fix location filters for Hai Film Crew missions (endless-sky#9681)

* fix(typo): Fix typos in various missions (endless-sky#9683)

* fix(content): Disable the Gegno Intro if the player has not met the Quarg yet (endless-sky#9684)

* feat(ui): Add a tooltip for the message log key (endless-sky#9685)

* fix(content): Correctly restrict offering of the Hai wormhole warning mission if you've started the Hai Reveal storyline (endless-sky#9688)

* fix(mechanics): Always face the flight direction on takeoff (endless-sky#9687)

* fix(ui): Reset zoom modifier if "Landing zoom" setting is off (endless-sky#9686)

* feat(mechanics): Variants can now add licenses on top of a base model using a licenses node in "add attributes" (endless-sky#9682)

* fix(content): Mention all possible missing objectives in the on visit dialog of "Remnant: Void Sprites 3" (endless-sky#9694)

* fix(content): Add proper location attributes to Clink and Mutiny (endless-sky#9695)

* fix(content): Add missing Nest mining variant (endless-sky#9702)

* fix(typo): Convert various single quotes to double quotes and put punctuation inside quotations (endless-sky#9708)

* fix(segfault): Fix a segfault on losing your ship during boarding (endless-sky#9718)

* fix(mechanics): Only add variant licenses to the base attributes of the ship (endless-sky#9724)

* docs: v0.10.5 changelog (endless-sky#9668)

* docs: 0.10.5 credits and docs update (endless-sky#9725)

* fix: Steam workflow test parsing (endless-sky#9726)

Co-authored-by: M*C*O <mcofficer@gmx.de>

* chore: Update version numbers for 0.10.6-alpha (endless-sky#9727)

* fix(docs): Correctly update remaining version numbers for 0.10.6-alpha (endless-sky#9732)

* docs: Add "GOG" as an option for "Game source" in the bug report issue template (endless-sky#9730)

* feat(content): Reduce the spawn rate of Astral Cetaceans (endless-sky#9712)

* feat(content): Reduce size and spawn rate of Embersylph (endless-sky#9711)

* fix(content): Fix reference in 'First Contact: Gegno Vi' (endless-sky#9744)

* fix(typo): Missing spaces in boarding mission phrases(endless-sky#9736)

* feat(content): Edit descriptions for Hai stations (endless-sky#9698)

* fix(content): Give required crew to the Javelin and Gatling Turrets (endless-sky#9778)

* fix(content): Check correct conditions in Gemini Shipyards jobs (endless-sky#9798)

* fix(typo): Gemini -> Geminus (endless-sky#9800)

* feat(balance): Give Dreadnoughts back their fourth torpedo launcher (endless-sky#9795)

* fix(ui): Fix the padding between lines in the ship info display (endless-sky#9788)

* refactor: Remove unused ShopPanel::Search declaration (endless-sky#9784)

* feat(content): Mention abandoned Navy bases on planets during Checkmate (endless-sky#9782)

* feat(content): Make Lasher Pistols more defensive than offensive (endless-sky#9779)

* Docs: Rename feature request template (endless-sky#9775)

* feat(ui): Reset the scroll speed of the credits if it was previously set to 0 (endless-sky#9774)

* feat(content): Adding hails about dumping cargo for pirates (endless-sky#9758)

* fix(typo): Various typo fixes (endless-sky#9752)

* fix(content): Uninhabited systems & Kaus Borealis switch sides throughout the FW campaign (endless-sky#9748)

* fix(ui): Render animated sprites in the hail panel correctly (endless-sky#9767)

* fix(content): Add the ramming personality to the timer ship so that it doesn't avoid damaging itself (endless-sky#9751)

* fix(typo): Move apostrophe in Solifuge description (endless-sky#9807)

* fix(typo): Typos in Southern Fiance 2 and Gegno: First Contact (endless-sky#9808)

* fix(content): Remove second "on complete" in "Lunarium: Combat Training 2" (endless-sky#9816)

* fix(typo): Various typos and wording style changes (endless-sky#9812)

* fix(typo): Grammar adjustments in various Lunarium missions (endless-sky#9793)

* fix(ui): Add missing color definitions for message log colors (endless-sky#9831)

* fix(docs): Correct some copyright entry orders and file patterns (endless-sky#9731)

* List less specific file patterns in stanzas before more specific ones.
  * For example, 'images/land/*' is less specific than 'images/land/mars*' and so its stanza should be listed first.
* Replace some spaces in file patterns with '?' as file patterns cannot contain spaces.

* fix(ui): Correct message log colors (endless-sky#9836)

* feat(content): Add `lingering` to Gegno Protolith Fleet (endless-sky#9804)

* docs: 0.10.6 changelog and docs update (endless-sky#9803)

* fix(typo): Fix typo in changelog (endless-sky#9837)

* docs: 0.10.7 alpha versions (endless-sky#9839)

* chore(CI): Update Github Actions versions (endless-sky#9821)

* feat(CI): Stricter copyright checking (endless-sky#9750)

Certain warnings will now be considered to be errors.

* fix(CI): Fix edge case in code style checker (endless-sky#9789)

* feat(content): Give the harvest personality to Unfettered fleets (endless-sky#9810)

* feat(balance): Reduce the chances of finding Bactrians in random pirate fleet spawns by half (endless-sky#9699)

Also removed Bactrians from Hired Gun fleets and as a pirate job target.

* feat(enhancement): Autocondition for testing if you can land on a given planet (endless-sky#9716)

* fix(content): Earth day jobs no longer offer unless you can land on Earth (endless-sky#9715)

* feat(balance): Nerf the Unfettered medical jobs (endless-sky#9232)

* feat(UI): Include messages when hailing other ships in the message log (endless-sky#9787)

* fix(content): Make TMBR 3a dialogue choice order consistent (endless-sky#9806)

* refactor: Improve load panel tooltip timestamp generation (endless-sky#9773)

No longer make use of manual memory management.

* fix(typo): Add missing word in "Bounty Hunting (Small, Hidden)" (endless-sky#9845)

* feat(enhancement): Added a "fused" weapon tag that causes projectiles to explode at the end of their life (endless-sky#9822)

* feat(enhancement): Added tags that stop projectiles from colliding with different object types (endless-sky#9823)

* feat(ui): The shop now has tooltips for viewing your unabbreviated credits and the names of your ships without needing to select them (endless-sky#9825)

* fix: Don't consider "Parsing: <file>" output when in debug mode as errors when test parsing (endless-sky#9855)

* fix(crash): Fix game crash on short error messages (endless-sky#9869)

* feat(mechanics): Remove the forced-default disabled hails from Government (endless-sky#9866)

* feat(mechanics): Disabled hails are now sent passively (endless-sky#9858)

* feat(enhancement): Add a "quiet" personality that prevents passive hails but still allows direct hails (endless-sky#9857)

By contrast, mute blocks all hails with a ship.

* feat(content): Add a mission transporting a Hai to Unfettered space (endless-sky#9753)

* feat(content): add Unfettered-related Hai news (endless-sky#9756)

* feat(content): Add missions about Hogshead referencing Boaty McBoatface story (endless-sky#9770)

* fix(content): Add blocked message to Hai Film Crew 3 (endless-sky#9886)

* fix(content): Add missing indent, remove unnecessary labels and gotos to Mafia Extortion mission (endless-sky#9875)

* fix(ui): Don't draw name tooltips for ships hidden under the shop sidebar footer (endless-sky#9883)

* feat(content): Add Coalition culture conversations (endless-sky#9790)

* refactor: Style updates to Armament (endless-sky#9842)

* feat(content): Add new human merchant hails about mining asteroids (endless-sky#9769)

* fix(content): Fix overlapping stars in Umbral system (endless-sky#9889)

* feat(balance): Cut Wanderer sun reactor energy capacity in half + -20% energy generation on the biochemical cells (endless-sky#9743)

Wanderer sun reactor energy capacities were doubled back in 0.9.15. The Wanderer sun reactors were already dominant before their energy capacity was increased, and they have remained dominant due to not losing out as much relatively to the energy capacity buff that was given to other outfits. Reverting the energy capacity buff gives other reactors and battery outfits more breathing room.

In that same update, biochemical cells received a 10x energy capacity buff. This pushed them into the realm of being great batteries with some energy generation rather than a weak energy generator with some energy capacity, although the combined effect has ended up being a bit too strong. As such, reduced the energy generation by 20% as opposed to reverting part of the energy capacity buff to keep them in their niche while not being too overpowered.

* feat(AI): NPC scan and surveillance personality behavior changes (endless-sky#9714)

* fix(content): Fix attribute on Vyrmeid lifeform (endless-sky#9898)

* fix(ship): Variant ships correctly inherit display names from base ships (endless-sky#9897)

* fix(UI): Use singular "ship" in messages when recalling/deploying a single ship (endless-sky#9908)

* fix(docs): Fix errors in the copyright file (endless-sky#9853)

* fix(syntax): Rename variable to avoid ambiguity with std::queue in some versions of clang (endless-sky#9907)

* feat(ux): Hide unknown system names in the escort HUD (endless-sky#8816)

Escorts located in systems that the player hasn't visited don't leak the system name in the UX, and instead show "???" instead of the actual system name.

Co-authored-by: Amazinite <jsteck2000@gmail.com>
Co-authored-by: Nick <quyykk@protonmail.com>

* feat(ui): Allow multiple pages of controls (endless-sky#9913)

Also splits the interface control on a separate page to separate them from the gameplay controls.

* fix(ci): Don't check for leading/trailing spaces in substitutions defined in missions (endless-sky#9915)

* build(IDE): Support CodeBlocks no longer stand-alone, but only through CMake (endless-sky#8095)

* fix(content): Give Cruiser in "FWC Cebalrai 1B" Combat Drones instead of Lances (endless-sky#9919)

* fix(mechanics): Fix ship parenting on takeoff with fighter flagship (endless-sky#9905)

* feat(CI): Check copyright with a linter (endless-sky#9882)

* Refactor: General purpose TaskQueue instead of SpriteQueue. (endless-sky#6928)

Use a general purpose TaskQueue instead of SpriteQueue.

Co-authored-by: EjoThims <JEIPH@MAC.COM>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>

* refactor(content): Refactor the Argosy Hijacking mission (endless-sky#9901)

* feat(ui): Conditions to word-form numbers in conversations (endless-sky#8798)

Allow converting conditions to word form numbers in conversations.

* feat(mechanics): Disabled fighters and drones will no longer be hit by stray projectiles (endless-sky#9760)

This greatly increases their odds of survival after being disabled.
Explosions will still damage them.

* feat(mechanics): Separate delayed and non-delayed shield generation and hull repair attributes (endless-sky#9771)

* feat(ui): A help message for managing multiple ships in the outfitter (endless-sky#9910)

* feat(content): Create more passenger jobs requiring keystones in Hai space (endless-sky#9872)

* fix(ui): Correctly handle arrow keys with no item selected in the shop (endless-sky#9929)

* feat(content): edits to Unfettered missions (endless-sky#9757)

* fix(content): Add new "CCOR Logistics" fleet for non-combat ships (endless-sky#9932)

* fix(ui): Align plugin checkbox clickzones correctly (endless-sky#9922)

* fix(mechanics): Fix mission distance calculations with different settings (endless-sky#9921)

* feat(content): Add more human news referring to Korath attacks in the Core (endless-sky#9928)

* fix(internal): Improvements to fix crashes when loading/unloading images (endless-sky#9941)

* fix: Fix custom port button name when using "add port" (endless-sky#9946)

* feat(content): Reworked the distribution of outfits in southern and pirate outfitters (endless-sky#9944)

* fix(content): Allow quantum keystone jobs to offer properly (endless-sky#9936)

* feat(UI): Added a preference to turn off the sobel filter on your flagship and target ship in the HUD (endless-sky#9942)

* fix(content): Update New China and Geyser to have outfitters and tribute fleets that match their region (endless-sky#9939)

* fix(copyright): Fix the attribution of various copyright entries (endless-sky#9900)

* feat(UI): Rotate interface images (endless-sky#9943)

* feat(balance): Cut the asteroid scanner's price in half (endless-sky#9947)

* feat(content): Conspiracy theorist spaceport news (endless-sky#9937)

* ci: Run CI workflows when their configuration file is changed (endless-sky#9945)

Modifying a CI workflow file now triggers every job inside of it. This is to make sure that any changes to the file are caught by CI instead of being skipped and requiring a separate (temp) change to trigger the jobs in question.

* feat(content): Add logbook entries for Alastair Korban (endless-sky#9938)

* fix(parsing): Corrected the parsing of the initial player rep grandchild node in Government (endless-sky#9954)

* feat(enhancement): Added a control for toggling the turret tracking setting (endless-sky#9916)

This control by default isn't mapped to anything, but is available for people to map if they wish to use it.

* fix(typo): Replace two mentions of "Burthensider" with "Burthenian" (endless-sky#9955)

* feat(content): Remove facilities from evacuated Wanderer worlds (endless-sky#9931)

* feat(enhancement): Allow boarding (repair or capture) ships with a fighter flagship (endless-sky#9741)

* fix(content): Remove duplicate Korath phrase (endless-sky#9962)

* fix(content): Clarify the description of the Far Osk 27 (endless-sky#9976)

* fix(content): Remove outfit scanning capabilities from Grey's person ship (endless-sky#9983)

* feat(balance): Reduce the requirements for unlocking the Kestrel the first time (endless-sky#9988)

* chore(docs): Fix typo in and add Hungarian language description to Unix metadata file (endless-sky#9990)

* fix(content): Block "Lunarium: Questions" from completing while assisting the Heliarchs (endless-sky#9985)

* fix(ui): Use "strftime" instead of "put_time" to correctly generate save file timestamps (endless-sky#9975)

* feat(content): Various improvements to human hails (endless-sky#9865)

- Adds three new civilian hails (two on zero-g cricket and one on the Quarg, derived from a previous hail).
- Adds one new variation on a Navy hail.
- Removes one hail but integrates its text into another hail set and adds some more to them (as those "in Soviet Russia"-type jokes were happening too often).
- Revises some other hails & cuts down on some truly absurd variations.
- Adds some new variation to a bunch of other hails.
- Adds new sets of pirate disabled hails and makes the pirate governments use those hails.

* fix(content): Reword Deep's description (endless-sky#9982)

* fix(copyright): List correct attributions for Unsplash images (endless-sky#9459)

* fix(ui): Draw distance to the selected system after mission markers (endless-sky#10003)

* fix(UI): Ships with "disables" personality ask for help disabling, instead of destroying, their enemies (endless-sky#10011)

* fix(typo): Fix various typos (endless-sky#10001)

* fix(typo): Correct indentation in "Ask Quarg About Coalition Late" (endless-sky#10012)

* fix(ui): Suppress missions require landing in the next system messages from failed missions (endless-sky#10014)

* Enhancement: conditional links (endless-sky#7987)

* fix: Remove outdated watchdog (endless-sky#10023)

Watchdogs are no longer used within tests; remove from recently merged test as well.

* fix(content): Add back instances of "ser" and explain what it means in the Skadenga and Stones of Our Fathers missions (endless-sky#9989)

* feat(content): Update the descriptions of two Sestor worlds after the factories are shut down (endless-sky#10016)

* feat(content): Add some additional mentions of how Tele'ek's Molt is progressing to the last few missions in Wanderers Middle (endless-sky#10005)

* fix(typo): Fix two typos (endless-sky#10019)

* feat(build): Link GLEW::glew instead of GLEW::GLEW in CMakeLists.txt (endless-sky#9978)

* feat(build): Simplify CMake build on Linux and MacOS (endless-sky#9950)

* fix(typo): Remove unnecessary speech mark (endless-sky#10029)

* feat(content): Add mention of the CCOR in a FW pirate recon mission (endless-sky#10006)

* feat(content): Outfitters near Earth and the Dirt Belt stock Kraz and Delta V after the war begins (endless-sky#10021)

* feat(content): remove pirates from Ildaria (endless-sky#9809)

* feat(content): A short set of missions involving the Wanderers and Mereti (endless-sky#9979)


Co-authored-by: bene_dictator <benstaples8068@gmail.com>
Co-authored-by: Lorenzo.BdO <81255699+LorenzoBolla@users.noreply.github.com>

* feat(content): More new human planets and stations, update Kraken Station landing image (endless-sky#9917)

* feat(content): Add new uninhabited landable planets to existing systems in Human space (endless-sky#9879)


Co-authored-by: bene_dictator <benstaples8068@gmail.com>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>
Co-authored-by: ziproot <109186806+ziproot@users.noreply.github.com>
Co-authored-by: Amazinite <jsteck2000@gmail.com>

* feat(balance): Revert old human missile initial velocity changes + additional tweaks (endless-sky#9973)

* feat(balance): Reduced the Heavy Rocket's damage while increasing its blast radius (endless-sky#9912)

Reduces the damage dealt by heavy rockets from 1060/900 to 790/670, and increase their blast radius from 50 to 90. This is a drop of about 25% to damage, and an increase of 80% to blast radius.

The description of heavy rockets notes that they're primarily effective against groups of fighters, and this change leans further into that, making them more clearly distinct from the Torpedo, the premier anti-HW weapon for small ships.

* feat(content): Make the "Remnant: Cognizance 4" mission description more helpful (endless-sky#10017)


Co-authored-by: mOctave <73318970+mOctave@users.noreply.github.com>

* feat(balance): Tweak Marauder loadouts, including removing campaign unlocked outfits (endless-sky#9819)


Co-authored-by: Quantumshark <thedup.adg@gmail.com>

* fix(typo): Minor spelling in cognizance (hanger -> hangar) (endless-sky#10037)

* fix(content): make the <npc> substitution in Wanderers: Mereti: The Plant 5 point to the right npc (endless-sky#10036)

* feat(content): Changes to Pre-war Missions (endless-sky#9924)

* [Mechanic] Disabled Self-Repair (endless-sky#9846)

Co-authored-by: EjoThims <JEIPH@MAC.COM>

* feat(balance): Toned down the missile strength and turn rate of the Firelight (endless-sky#10038)

* fix(content): Don't offer the Terraforming missions at non-sensical times (endless-sky#10027)

* feat(balance): Give the Quicksilver +20 weapon capacity & a Capybara Reverse Thruster

* feat(content): Sell normal blaster weapons on pirate planets (endless-sky#10034)

* feat(enhancement): Game actions can now play music with a `music` node (endless-sky#10008)

* fix(content): Fixed an inconsistency in variable names used by Patir Mystery and Cognizance (endless-sky#10028)

* Feat(mechanics): Cloaking flexibility with additional attributes (endless-sky#7025)

Co-authored-by: EjoThims <JEIPH@MAC.COM>
Co-Authored-By: Nick <85879619+quyykk@users.noreply.github.com>
Co-authored-by: Peter van der Meer <peter.vd.meer@gmail.com>
Co-authored-by: TomGoodIdea <108272452+TomGoodIdea@users.noreply.github.com>
Co-authored-by: warp-core <warp-core@users.noreply.github.com>
Co-authored-by: Zitchas <32169904+Zitchas@users.noreply.github.com>

* fix(typo): "cloaking shield" -> "cloaking shields" (endless-sky#10047)

"cloaking shield" -> "cloaking shields"

* feat(content): Bringing a lost dog to its owner on Glory (endless-sky#9961)


Co-authored-by: bene_dictator <benstaples8068@gmail.com>

* fix(content): Syntax in Lost Dog missions (endless-sky#10050)

* feat(cloaking): Update some cloaking tooltips (endless-sky#10052)

* fix(content): Don't select Graffias as a target for Free Worlds "Scouting Run" jobs (endless-sky#10053)

* feat: Ability to limit turret firing arc (endless-sky#7094)

* Introduce a capability to limit the rotation of a turret.

Co-authored-by: Hurleveur <94366726+Hurleveur@users.noreply.github.com>
Co-authored-by: oo13 <ooyooxei+gh@gmail.com>
Co-authored-by: OOTA, Masato <ooyooxei+gh@gmail.com>
Co-authored-by: Rising Leaf <85687254+RisingLeaf@users.noreply.github.com>
Co-authored-by: tehhowch <tehhowch@users.noreply.github.com>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>
Co-authored-by: TomGoodIdea <108272452+TomGoodIdea@users.noreply.github.com>

* feat(code): Ensuring label and line positions adapt to Weapons box positioning (endless-sky#10059)

Co-authored-by: Rising Leaf <85687254+RisingLeaf@users.noreply.github.com>

* feat(content): Core Pirate Ship Variants with Tractor Beams (endless-sky#9772)

* fix(mechanics): Properly check if a mission is failed (endless-sky#10015)

* feat(content): Prevent "Deep: Interrogation" from offering during the main campaign (endless-sky#10055)

* fix(content): "Remnant: Continue Research" no longer offers if you've completed the missions after it (endless-sky#10056)

* feat(ui): "Fancy" cloaked ship outlines (endless-sky#9642)

* feat(content): Various improvements to some pirate jobs (endless-sky#9740)

* "Drug Running" missions are now "infiltrating";
* Added (and used) generic aborted phrases for pirate slave jobs;
* Failing or aborting a pirate slave job causes a reduction in reputation with the "Pirate" government;
* Many jobs now have a minimum travel distance of 4, instead of 3, to prevent them from involving travelling between the Men system and a CCOR world, as this route does not involve any territory hostile to pirates. Affected jobs:
  * "Cargo Smuggling", "Bulk", and "Stealth (South)" variations,
  * "Drug Running", and "Stealth (South)" variation,
  * "Slave Transport", and "Bulk" variation,
  * "Escort Illegal Cargo" South variation, and
  * "Escort Stolen Vessel" South variation;
* The targets NPCs in "Eliminating Law Enforcement" jobs have been given the "marked" personality;
* Alphabetized the list of personalities for the target NPCs in "Eliminating Competition" jobs;
* Various jobs will only place NPCs in systems neighbored by a non-Pirate system. Affected jobs are:
  * "Eliminating Law Enforcement" Core and South variations,
  * "Raid on Merchants" North and South variations, and
  * "Cargo Theft (South)"; and
* Various jobs will only offer from systems neighbored by a non-Pirate system (that is, they will no longer offer from CCOR worlds). Affected jobs are:
  * "Eliminating Law Enforcement (South)",
  * "Southern Pirate Defense",
  * "Cargo Theft (South)", and
  * "FW Assassination".

* feat(content): Adjust Imo Dep Minables & Add Hai Mining fleets (endless-sky#10057)

* feat(content): Added derelict ships that can randomly spawn in some human systems (endless-sky#9039)

---------

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