Needs fixing:
See how quickly the powernet drains at default load, I thought atmos
went to quickly so I upped the power cell by one level,
Shuttle Tags,
Graphical glitches involving some wires,
There is still some things missing with NanoUI but they are not game
breaking in any way I have seen so far.
Other than that we should be good to go.
Known errors:
* A set of errors tied to updating the fire overlays.
* A single error related to a dischephency between new and old slime
code
* A set of errors related to the recharging of stun batons
* A single error due to old machinery code coming from your grav
generator file
* A single error error from your space cooler code, due to old
atmopsherics code
* A playerpanel warning
* An error tied to extinguishing and old atmos code.
Restores glass shard throwdamage to 15 because it should never have been
reduced in the first plaaaace.
Slightly buffs bombsuits-- you'll still die if hit by epicenter, but if
you have a suit, reduces damage taken from heavy explosions. Was 90+15
+ whatever pressure does to you while you're out to 60 + 1 + whatever
pressure does to you while you're out. Significantly increases odds of
survival, I think. Can easily be tweaked further.
Fixes ipcs being affected by cloneloss-- check was placed after damage
was applied so it terminated after damage was applied.
Fixes tasers piercing through godmode. Now properly calls the proc
instead of applying direct damage like everything else.
Makes pain-immune races immune to halloss. Because pain damage doesn't
really make sense against things that feel no pain.
Nerfs chloral to stun for ~4 seconds + metabolism duration as opposed to
40 seconds + metabolism duration. that can go and die.
Painkillers now rapidly remove halloss. If you have tramadol running in
you, it will take rapid consecutive taser hits to bring you down. If
you have oxy, it'll most likely take multiple people tasing you
simultaneously to down you. stun batons and lasers still work just as
well though.
Buildaturrets made more accessible. They aren't that great anyway.
Table laserblocking chance increased significantly. Because if you
bother to get cover, you deserve cover that works. Tables soak
projectiles a little better, too.
Removes hulks always all-capsing. Puts pulse rifle unwielded firedelay
in line with other fire delays.
Vamps: Hypnotize now a free power, cooldown increased. Space bats
nerfed, but ability now summons two as before since they don't kill each
other anymore. Vampjaunt brought back down to thirty. Holy water
ignites and burns vamps.
Laserpointer permablinding severely nerfed. Bad idea in retrospect.
Added things to custom gear prefs.
All energy weapons made more accurate, to compare with bulletweapons
being generally way more deadly. Snipers/modulasers accuracy buffed, to
account for aiming at a distance being broken.
Isocubes. They're done but need a sprite. Pocket dimension that you
suck highly dangerous criminals into. Spell edits were mostly to
contain wizards and vamps from poofing out, which would cause them to be
permastunned since only getting ejected removes the permastun.
- Admin Access
- Attack Log - Prays - Centcomm
- Singluo tells Mods/Admins when stage 4
- PA tells Mods/Admins when it is altered at all
- All stagg get a notification if any of the chat channels are muted at
login
Protopistol temporary nerf--
They're meant to be small enough to be concealable, but protorifles
aren't implemented for lack of sprites. So they're going to be normal
sized and only backpackable.