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…n view of every guard's sight Guards with nobody else noticed say a line, look round for a few seconds and go back to their route after killing or downing their target. Hits from a second attacker during a fight are remembered. Wary now fades after three minutes with nothing new. Admins can show the sight of every guard on their level at once. The notice map moves off the blackboard, whose qdel sweep runtimed on it.
The ally check walked get_line(), which takes one turf per step. A shot at an angle clips turfs beside that line, so a gunner fired past a guard standing next to its target and hit him. The check now walks every turf the straight line passes through.
…er 60 s The ? fills as a guard notices you and only you see it. Alert is a red ! for everyone; it drains while the guard has lost you, then turns into a yellow ? that drains over the search. Drawn on the guard, so never through walls, and above the lighting so it reads in the dark. Built only with a player nearby. Wary now fades after 60 seconds with nothing new.
Standing marks sit 6 px higher and follow the head's height offset; a lying guard's mark clears its body. No own ? shows in the moment after a search ends.
Guards walk back to their route or post after a chase instead of turning sentry, in legs when it is far. Only being carried to another level or map region makes a sentry; a guard that can't get back waits and retries. The AI stays fully awake while any living player is on the level, the scan runs from planning instead of the behaviour queue, and long walks are no longer cancelled every step. An alert guard still notices others and turns on someone clearly nearer or on whoever hits it, at most once every few seconds. A glimpse while searching is an alert. Notice is capped, and only what it sees now decides its state. The candidate cap counts only those it can perceive. A box that moves at its shoulder or bumps it is noticed. Blasts, fire, gas and stuns with nobody to blame send it and nearby friends searching. Cuffs, syringes, the strip menu and thrown items count as touches. The head mark exists only while the scan runs, so it clears on cuffs, stuns and player control. A player in the body gets no reactions.
…witch, box, blast, cuffs
…nocks, glass, doors, bodies, shouts and radios Guards react to noise as a group. A small noise sends one guard to look, a second at the same spot two, a third everyone; a guard that never comes back is missed. Gunfire, blasts and screams send the nearest few running while sentries hold. Suppressed guns are heard only close by and in the open. Running is heard and walking is not, by tg's own footstep rules, and running no longer makes you easier to see. Guards who see or feel someone shout for help; lookouts carry an earpiece and call it in after three seconds unless they are dropped, jammed or EMPed first. A guard that heard something shows a grey ?. No sound ever gives a guard a target. Adds the Stealth Noise admin verb and a noise view.
…ets, a window, a locked door, carpet and plating
…sing guard, alarms, shouts, radios, and real shots, throws, knocks, falls, emotes and blasts
Guards switch a belt seclite on in the dark and whenever they are on edge; an EMP cuts it out. A body found mid-search is called out, a quick volley from one spot counts as one noise, and sentries keep facing their post.
…the dark, and stop flickering lights Point-blank sight within 2 tiles in the cone is an alert on that look, with a quick look between scans; 3-4 tiles fill three times faster. The close radius behind a guard needs light that isn't its own beam. A guard's own spot is judged without any guard seclites. No missing-friend line over a reported body. An AI-switched light is re-laid as a turn would. Diagonal AI steps cost what a player's do. The test room's east room gets a floor light in the middle.
… drop them, a matte knife backstabs, and their seclites can be looted
Adds the outpost police module skeleton (defines, the police datum with its tick, roster and interior link, shared datums, officer types and brain, the station's map kit types) with every cross-package proc stubbed. Trader outpost crimes now go to the police with a crime kind and the item used; the strike ladder, armed-trespass state and the outpost turrets (38 on the three maps) are removed. Tests that no longer compile are guarded for porting.
…officers The tests that read the strike ladder or the outpost turrets now read the police's warrants, stars and evidence, and an officer's targeting strategy. Crimes that need a witness get an officer to see them. The guards are gone. The police types are left out of the death cash, crowd and combat sense checks that would not fit them.
The wanted alert shows one to five stars (a blinking set while the suspect is unseen or away) at the outpost the person is at, and clears at none. The overmap management bans view lists warrants and bars next to embargoes: lift any row (a prisoner's lift lets them out of the cell), add a warrant at one to five stars. Long names are cut with a mark and the add form shrinks with the window. The bans test is ported to the new rows.
Each booth gets a security door beside the desk, opening onto the checkpoint lobby. Halcyon: the east counter table becomes the door and the side table moves into the corner. Undertow: the door takes the wall beside the desk; the morgue sign moves to the far side of the morgue door.
The booth had no wall facing the lobby but the desk, so the gatehouse grows one tile east: a security door beside the desk opens onto a one-tile recess in the lobby. The first loading pad is three tiles wide instead of four.
Lockers skip access checks everywhere (voidcrew/edits/ship_access.dm), so any card opened the evidence locker. It now checks for outpost police access.
downed: the first officer, free again, could stand as near the second suspect as the new one; take him off the roster first. stamcrit: wake the outpost's paused NPCs before counting free officers. recapture: with no evidence the walk goes straight to the desk step, so check the case stays on its walk step. Failure messages now list the roster.
The card is gear-locked like an officer's: not strippable, and deleted once off the body.
Blasts at a trader outpost now hurt people and wreck loose and placed things as anywhere else. The outpost's own floors and walls skip their ex_act, and outpost property cancels the blast on itself and its contents. People caught by a blast there are reported to the outpost police as attacked by the bomber.
At three stars and up the squad is mixed: some officers carry stun gear and cuff a downed suspect, the rest stay lethal. Anyone down is cuffed and jailed at any star level, by a stun officer or the one who saw it. Three-star jail has no fine. Lethal officers hold fire on anyone in custody, response units leave once the suspect is in custody, and a downed suspect no longer puts officers back on alert.
…n reset rules - An evidence case deleted with its officer sends what it holds to the evidence locker. - The evidence locker always takes evidence, even when its door can't shut, and never locks anyone in. - An emagged evidence locker mends after a while, and taking a seized item out of it is locker theft. - The jail strip leaves ship keys and mission items from bags on the prisoner. - Officer and recovery-crew deletions skip NPC bodies a player is or was in. - The offscreen recovery waits 10 minutes with nobody there, holds while the port is shut, and keeps the lost-wave ladder. - The wiki matches the current arrest, jail, evidence and cleanup rules.
- Officers on an arrest are never frozen by the empty-outpost pause; officers held in a forming wave are never put on one. - A four-star leader in custody or dead no longer sweeps up crewmates. - A search broken off is searched again; the officer holds the suspect while searching. - A suspect who dies on standby no longer freezes the case; standby has a limit. - Booking needs the suspect in hand at the cell door. - Suspects who can't be cuffed are held in a firm grip instead. - Lift points with someone on them are skipped, a blocked one is given up, and an unreachable evidence locker falls back to the desk. - Custody follows the police's own arrest and cell state, not the cuffs alone. - Pending witness reports keep the police tick awake. - Crit in a cell pauses the sentence instead of ending it. - Bombs are blamed on whoever armed them, not the last hand to touch them. - Red zone: at three stars and up the squad is all lethal and finishes the downed; one and two stars are still arrested.
…soner's term pauses until death
…an arrest in hand from being taken over mid-action
… them, and never leave anyone let go in police cuffs
…omes to cuff them
…t a new hit after an unseen one, keep a radio that went down from calling a report in later, and count a killing once
…, call no crew for a body already in a tray, and keep janitors off mess they can't reach
… medics' and janitors' waits still while nobody is on the concourse, and never fade out a crew member a player went into
… hand on it, a passer-by on a sensor, or whoever pets a booby-trapped plush), keep standing-down units with no lift from vanishing in view, clear squad roles once the outpost empties, and let a deleted wave go
…g or opening a transfer valve and wiring or starting a pipe bomb as arming it, let a unit with no lift go unseen after a wait, let a witness call a crime in once its radio is back, and keep an accomplice's old prior out of their stars
…ter (Halcyon's diner stop stood idle), wire the beat's radio check-in to plain stops, test every outpost's police map kit and cells, and that no red officer can execute
…t the outpost or a case is open, test that every checkpoint guard sits behind a desk, take the guard card test's card off through the inventory (it left wear_id on the card, three hard deletes), and keep the stun squad arrest tests' police tick asleep and their suspect down so they no longer race the live tick
…t in each zone's voice (green polite, yellow gruff, Undertow hard), no officer or crew member says the same everyday line twice running, a second officer's radio answer is no longer swallowed as a chorus of the first, the desk copies an all clear instead of answering it as if on its way, and an officer shouts after a suspect who runs from the order
…off, warns at one star and shouts at a locker thief; a prisoner banging on the cell door gets a knock-it-off from the nearest officer who can see it; the escort tells people in the way to make way; the jail strip starts with the strip line
…ls it in to the desk once, a sergeant who comes in off a lift goes to the desk instead of holding the lift or a beat route, the sergeant now and then takes a coffee from the machine by the desk back to it and drinks it there, and a beat officer sips the coffee they carry at plain stops
…ands down, an officer tells a prisoner when their fine is paid at booking, the wanted alert says who wants you, and the property locker, cell jumpsuit, staff lift door and checkpoint guard read cleanly on examine
…and how to silence them, the mixed squad and the Undertow, arrest, fine and jail, evidence and property lockers, looting, accomplices, the ban, the booth door, bomb blame and the empty-outpost cleanup
…e last one, so the list stays small
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Outpost security
The three trader outposts no longer defend themselves with turrets. Each now has a security squad of real people, and what they do depends on the stars you carry. Traders and checkpoint guards are people too and can be killed, and an outpost that has been shot up cleans itself up afterwards.
Wanted stars
The security squad
Officer looks per outpost (beat, sergeant, officer, tactical, marshal):
Patrol routes on each outpost:
Arrest, fine, jail
The security station on each outpost's lobby side (cells, property lockers, desk, evidence chute):
Lethal response and the embargo
Killable traders and gate guards
The stick-up
Point a gun at a trader behind their counter and they hand over the till, or one cheap item if it is empty. They raise the alarm when you leave their sight or half a minute later. Armed robbery is two stars. If you are caught the gun is destroyed and the takings go back.
The gate emag
An emag on the checkpoint's wall scanner takes the gate down for a few minutes: nobody is scanned and both doors open for anyone. Anyone who sees it reports you. With the guard dead and nobody watching, nobody reports it. The same scanner cannot be emagged again for a while.
Morgue crews and janitors
The new morgue and janitor closet, before and after:
A morgue worker:
Removed
The checkpoint, the hazard protection and the sanctuary doors stay. Player outposts and the prison wing are untouched.
Branch
Based on #512 (
feature/hyperviolence-mega). It includes the stealth branch, which the officers' patrols and witness checks use.Testing
Compiled with no errors, and the new unit tests pass; the suites that also fail on the base branch still fail the same way. Not playtested.