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Each surge model carries a time multiplier (street 2x, service about 2.86x, Cascade 5x). In a user's field a mob on its own surge runs at its multiplier over the user's, capped at twice normal speed, through the freeze and the slow-mo. A faster surger runs the dilation machinery the other way: sooner deadlines, a quicker walk, faster shots and gore. Surgers are never tinted, a dead surger is let go for good, a Cascade NPC's tell shows through the tint, and a surger's rainbow trail skips the greens inside a field. The user's own shots now fly at full speed in their slow-mo, and shots hung in the freeze fly on at full speed when it ends.
The user's shots crawl in their own slow-mo again and hang in the freeze, keeping their colour. A surging mob's shots fly at the field's pace too, untinted; the surger still fires on its own relative clock.
…timestop # Conflicts: # voidcrew/modules/cyberware/ware_sandy_timestop.dm # voidcrew/modules/unit_tests/voidcrew_cyberware_timestop.dm
…et a second press end it The lone surge now slows the world from the moment it opens to the end of the window (street 6 s at 50%, service 7 s at 35%, Cascade 8 s at 20%). The freeze is gone on every model: no frozen-AI traits, paused or hung shots, still weather frames, quiet freeze sound, mech shutdown, turret lock or animation hold. Pressing the surge again ends a player's window early and starts the crash; NPC lattices never turn themselves off.
…ash on release, and count carried players as witnesses
…o feature/sandevistan-timestop
…ine with every bullet crawling
… slow-mo, and keep the slow-mo running from inside a mech
…o feature/sandevistan-timestop
Jackriip
marked this pull request as draft
November 11, 2026 18:07
A surger carried by a slow-mo (its own, or another user's that runs it at its relative rate) loses the surge's speed, quicker blows, crit bonus and dodge; the slowed world is the edge. They come back if the slow-mo ends mid-window. The user's own crewmates no longer block the slow-mo; they are slowed with the rest of the world.
…eeps drying after the replay
…plays as it was drawn; test accounts for a head landing mid-replay
…lour while tinted; trail cadence from the surge window
Bodies and items wear the tint as a colour filter, which covers their wound, gore and stain overlays. Drips, trail pieces and gut strands drawn in a holder's vis_contents are tinted on their own, a gib's meat overlay wears the tint, a splash that tg recolours after making it gets the tint back, and a hit flash plays through the tint filter instead of a second one.
…k looks at the meat overlay
…untinted tg's beam Draw() colours a strand's cut-short last segment after the field has tinted it, so a gut strand's end showed in full colour during the slow-mo. The tint goes back on after each draw. The replay recorded gibs with their tinted meat overlay; it now records the untinted overlay. Tests cover both.
…he replay; a knockdown that ends mid-replay gets up after it
…sh's node looks, which land after the replay
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About The Pull Request
A Sandevistan surge slows the world down for its user when no player from another crew is near, then shows what just happened at full speed.
Builds on #512 and will be retargeted to master when #512 merges.
The slow-mo, the replay and going into crit have been played solo. Nothing here has been played with a crewmate. The clips below are recorded in the game at real speed.
Slow-mo on and off
Cascade surge in an ash storm, shots crawling, and a second press to end it early.
Slow-mo, then the replay
A fight in the slow-mo with everything tinted, the rewind, the same fight again at full speed in real colours, and the floor as it is left.
Going down mid slow-mo
The user is dropped into crit during the slow-mo. The replay plays on a clear screen and the crit screen returns when it ends.
The user is killed during the slow-mo. It ends there and the replay shows the death.
Sandevistan against Sandevistan
A bladed NPC with its own Cascade surges and charges at normal speed while a raider's bullets crawl in the background.
Why It's Good For The Game
The Sandevistan's fantasy is stepping out of time. Doing that with only your own crew around gives players a real tool against groups of NPCs without making the world stand still for anyone else, and the replay shows the fight the way everyone else would have seen it.
Changelog
🆑
add: A Sandevistan surge slows the world around its user when no player from another crew is near: 50% for street chrome, 35% for service grade and 20% for the Cascade, for the whole surge. Press the surge again to end it early.
add: When a slow-mo runs its course, the fight plays again at full speed before the crash lands.
add: Every bullet inside the slowed area moves at its speed, including your own. Chromed NPCs that surge inside it move at their speed relative to yours.
add: Weather and sounds slow down for the surging player only.
balance: The surge's speed, quicker blows, crit bonus and reflex dodge are off while the world is slowed.
del: The Cascade and Redline crashes no longer tint the screen.
/:cl: