Metropolitan - Taken out of the code until we have a sprite
Old Fashioned - Removed grenadine
Rusty Nail - Removed gin
John Collins - orangejuice > lemonjuice
Puossee Cafe - Renamed Pousse Cafe & Creme de Yvette not yet added to
the mix due to limits
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.
Adds a list of items of, initially empty, food holders into a blocked
variable. This should stop empty food items from spawning, also empty
food items with no icons as well. Works as tested.
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.
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.
Poisonous plants you'll now eat in a single bite. Because poisoning.
Poisoned cyanide death apples enabled in mutations. They look just like
normal apples! Be careful. Death nettles buffed significantly,
considering it's a tri-department effort to even get them, and that's
excluding potency growth.
Autolathe
-New items(sunglasses, lantern, bone setter, pill bottle, new empty
oxygen tank)
Communications
-Head access only. Captain access req. removed. Redundant if Heads have
access.
Edits to Items
-All items added to the autolathe now have matter amounts.
New Oxygen Tank
-Special to the autolathe. Spawns without air.
Alcohol and thermite now flammable. Laser pointers added! Flash now
comes in delicious incendiary flavor. Robot fire overlay bug fixed-ish.
Being lit on fire turns off a borg's lights but the fire still shows.
I'll take it. Shield gens actually useable by the people they were
meant for.