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Longcoats from Delta-V#4323

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JojyAsmir wants to merge 6 commits intonew-frontiers-14:masterfrom
JojyAsmir:longcoats-deltav
Open

Longcoats from Delta-V#4323
JojyAsmir wants to merge 6 commits intonew-frontiers-14:masterfrom
JojyAsmir:longcoats-deltav

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@JojyAsmir
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@JojyAsmir JojyAsmir commented Feb 17, 2026

About the PR

Ported an assortment of longcoats from Delta-V

Added to loadouts and vending machines where appropriate. Made a few adjustments to them to better fit our server, primarily in removing contraband tags where they didn't belong and altering names/descriptions to avoid security/command connotations where they did not belong. Slightly adjusted stats for a few, as detailed in Balance section.

  • Armored coats currently unobtainable, looking to integrate them in a different way
  • I would like to add the contractor-loadout longcoats to a dropdown, just need to figure out how

Why / Balance

Minor / for the fashion.

  • CMO/Medic coats 20% poison resistance is just for anti-zombie flavor. This is half as effective as the bio suit you can buy from a vending machine, and will likely never come up, since medics will only run into natural zombies on vgroids, where space protection is required.

Technical details

Ported sprites, edited prototypes as needed, added to loadouts

How to test

  • Check Contractor and Pilot loadouts, confirm that coats are present, with Medic only appearing in Pilot+.
  • Check Director of Care and Plant Manager loadouts, confirm their unique coats are present.
  • Use the Uniform Printer, see that longcoats are there, and that command coats cost more durathread than non-command coats.
  • Try wearing any you fancy in a cold environment, see that they act as winter coats.

Media

longcoats

Requirements

Changelog
🆑
add: Added an assortment of longcoats, in both civilian and command flavors. These can be found in loadouts and the uniform printer.

- Ported longcoats
- Changed security-themed coats to more generic medic/mercenary
- Gave CMO and Medic coat 20% poison resist (direct damage, same as bio suit)
- Set armor values of Formal/Regal Armored coats to match mercenary web vest
- Added coats to applicable loadouts, and some to vending machines
Additional changes to DoC loadout belong in their own PR, not this one
@github-actions github-actions bot added S: Untriaged size/M S: Needs Review This PR is awaiting reviews No C# Sprites YML and removed S: Needs Review This PR is awaiting reviews size/M labels Feb 17, 2026
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github-actions bot commented Feb 17, 2026

RSI Diff Bot; head commit 3d87bdb merging into 84270c4
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/arashi-laboratories.rsi

State Old New Status
equipped-OUTERCLOTHING-thaven Added
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/black.rsi

State Old New Status
equipped-OUTERCLOTHING-thaven Added
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/brown.rsi

State Old New Status
equipped-OUTERCLOTHING-thaven Added
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/captain.rsi

State Old New Status
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/chief-engineer.rsi

State Old New Status
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/chief-medical-officer.rsi

State Old New Status
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/head-of-personnel.rsi

State Old New Status
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/head-of-security.rsi

State Old New Status
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/logstics-officer.rsi

State Old New Status
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/medic.rsi

State Old New Status
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/mystagogue.rsi

State Old New Status
equipped-OUTERCLOTHING Added
folded-equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/nanotrasen.rsi

State Old New Status
equipped-OUTERCLOTHING-thaven Added
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/_Floof/Clothing/OuterClothing/Longcoats/warden.rsi

State Old New Status
equipped-OUTERCLOTHING Added
icon Added
inhand-left Added
inhand-right Added

Edit: diff updated after 3d87bdb

- Command-themed coats use command winter coat recipe, others use normal winter coat recipe
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@ErhardSteinhauer ErhardSteinhauer left a comment

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At this point, given the number of items added to the loadouts, it would make sense to place them under a drop-down menu. Not a deal breaker, but would be nice. The rest of the comments though should be addressed.

- Added #Frontier tag and additional information as requested
- Formal and Regal coats removed from BountyVend, currently unobtainable until I decide how I want to handle them.
@JojyAsmir
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Changes made, I think I did it right? Also, made the armored coats unobtainable for now, until I figure out how I want to handle them properly.

Longcoats are now grouped, less loadout item spam
@github-actions github-actions bot added the S: Needs Review This PR is awaiting reviews label Feb 19, 2026
@dustylens
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Hi Jojy. I'm curious what your thoughts were on sorting the coats into their Frontier role appropriate spaces. DoC, PM and so on.

@JojyAsmir
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Hi Jojy. I'm curious what your thoughts were on sorting the coats into their Frontier role appropriate spaces. DoC, PM and so on.

  • Loadouts wise, the CMO coat has already been made unique to DoC, the CE coat is availavble to PM (but also everyone else, for consistency with other CE items), and the HoP coat is only in the uniform printer (consistent with other HOP items)
  • Naming wise, since none of the existing CMO/CE items are renamed for our roles, I chose to maintain their upstream names for overall consistency. If we ever do a pass to rename those, these could be renamed as well.

@dustylens
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The naming convention piece is reasonable. I think there's a discussion point for a refit to get everything dialed in name wise someday in the future but until we have a full set of assets in hand I don't think it's a priority.

Not a blocker by any means : )

This was a good grab! I'm going to see what Erhard's take is on the changes and then I think this one would be great to move along.

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3 participants