You can now spawn projectile weapons with nothing loaded in them. Simply
modify the ammo_type of an instance or a class to equal null.
Previously, this would have generated runtime errors.
secgun-- three types of rounds. lethal, lessthanlethal, flash. lethal
is midbullet2. ltl is weakbullet. flash is 5 brute and does not stun,
but it makes people who get hit by it and people within two tiles of the
tile hit get eyeflashed. the eyeflash is minor unless you score a
direct hit, but still disorienting i guess.
radiation fix: you once again pass out when you get completely
irradiated. the radiation burns damage and cloneloss that very rarely
happens with extremely heavy radiation poisoning was given a significant
buff. as in you'll actually notice it now. you'll notice it a lot.
made it so vamps don't have to breathe. intend to do some fixes.
intend to maybe give vamps a maybe 'pretend to be alive' verb that turns
their heart on and off. maybe. or maybe they'll just lose their
heartbeat. nobreathing is a first step maybe
mutagen fix. no more telekinetic pink braces.
bumped accuracy up a bit.
Reloadable lasers plus upgrade thing stuff. Tested, works. Not added
to game yet. Not twohanded yet-- maybe we should leave it onehanded?
Numbers for the laser are still up in the air. It's pretty neat. You
can load it with different types of lasers and stuff.
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.
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.
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.
shotguns accurate up close. rapid accuracy drops after five tiles.
sniper rifles accuracybuffed. Added accuracy to modularguns, which are
now finished except for sprites. Energy weapons made slightly more
accurate than bulletweapons.
Adds energy shields under illegal research. Because why not. Fixes
those shotgun boxes I tried to steal earlier. Latheable for your
convenience.
Pressure nerfs in previous commit, forgot to mention.
Buildable crossbows did not have sprites. They do now. It's hacky and
imperfect but works. Can now store drawn-back crossbows because die.
Forgot some = signs in the preferences_gear that was causing compiler
errors. Fix'd.
Vox no longer die to death as soon as they inhale any O2. It's still
painful, but not as painful.
Defib added. After someone dies of suffocation, you have five minutes
to give them the zap. Works better on nakeds. Works poorly on clothed
and armoreds.
Detective revolver nerf. Because die.
Burst delays last between 5 and 8 worldtimes, depending on just how
automatic your automatic is. Shut up. Actually coded this myself!
Kind of happy with it.
Diseased touch costs 200 blood now. unlocks at 200.
Many vamp abilities increased in cooldown.
Screech shatters windows in a wider range. Cost bumped to 90. Cooldown
doubled.
Vampjaunt cost bumped slightly.
Hypnotize cooldown cut in half.
With the addition of firecode, vamp shadowstep and jaunt now extinguish
your being on fire. More things that light vamps on fire will be added
soon. Expecting nerfs from now on to be vamp counters instead of
ability nerfs.
Tweaks burstfire. Rapid three-shots, and then delay as opposed to rapid
three-fire shots and then more rapid three fire shots.
Added rapidlaser, added to R&D. Barely higher damage output/time than
normal laser. I timed it.
Added Lawgiver, added to R&D. Heavy research reqs. Must decon a
decloner orplasmapistol to unlock it, so idiots won't be discovering it
as easily as you think. Lawgiver hi-ex does average 30 damage on
explosion with low chance to KO. Shot myself and mobs a ton of times.
Unconsciousness is very rare. Pretty weak but very cool. Might
actually buff it, undecided.
Adds incendiary rounds.
Nerfs mental focus. It blasted you by 10-- that's enough to send you
literally offscreen. Downed to 5.
Nerfed chemsprayer more. It's now a huge item, w_class 5. Cannot be
backpacked. Cannot be bluespace backpacked. Totally forgot about
defibs. Will mess with later probably.
No mutinies at all. Rest in peace.
Reduces handgun weightclass back to 3. Pulse rifle firedelay dropped to
8 from 25. Fires comparably to laser cannon. Cult conversion resist
added.
Stun revolver now fires electrode/high, like all other tasers.
Temperature gun revamped. Utility weapon. Gives people major slowdown
and some burns. Dangerous against civilians, but honestly less than
someone with a laser. Great utility. Intended for xenobio.
Energy crossbow changed to stun in two instead of stun in three. Pretty
powerful now.
Decloner buildable. Does 40 cloneloss, 40 radiation.
Chemsprayer- cranked up research levels required bigtime. Now needs
plasmas to build.
Mech teleporter enabled because why not.
Diamond pickaxe r&d design commented out.
Sprite added for battery-less baton. Adding code is trickier and I'm
too lazy right now, so just the sprite is in.
- Removed Implanted personel from traitor list
- Added AFK check for traitors - replaces one traitor every roll if a
traitor has gone AFK
- Added temp debug messages in autotraitor to ensure above function
works as intended
- Added spawn limit on giant spiders. Once the limit(20) is reached,
spiderlings will be unable to spawn into giant spiders. When the total
number of alive giant spiders goes below the limit-2 (18), spiderlings
will be able to grow into giant spiders again.
- Added option for when an admin spawns spiders from the secrets menu to
disable the spawn limit on spiders. Option only appears if the limit has
not been bypassed yet.
- Added pAI's can now emote -Requested by Dalek-
- Fixed Advanced Energy Gun Sprite
- Added wield-able guns
- All wielding procs and vars are located in /gun
- can_wield() by default returns 0, override this and add
toggle_wield(mob/user as mob) on a gun to enable wielding
- Shotguns now require two hands to be able to fire
- Added action button for Shotguns to toggle wielding
- Fixed bug where a second gun would spawn on-mob in offhand
- Rifle Icons now change based on charge level
- Fixed bug where the sniper wouldn't remove the offhand icon when
dropped