Commit Graph

32 Commits

Author SHA1 Message Date
Mahzel fc933292ef Fixes #801
Xenoarchaeology gun sprite missing.
Issue #801
2016-01-10 13:50:35 +01:00
skull132 e846e3129f Fixes Secshades in Protolathe
Because someone forgot to add the build_path variable. Nice.
2015-11-04 16:44:53 +02:00
skull132 7b8efc9115 Life Support Enabled Operating Table - Final Update
* Adds the boards to RnD
* Fixes a few icon glitches
* Actually gives them icons.
2015-11-04 16:33:20 +02:00
SoundScopes f22873b2ab Changelog and some config settings that should be done in a file and descriptions 2015-07-11 11:25:43 +01:00
skull132 527e4d37bc Fixes #639 & Cryobeaker Increase
* Preset beakers have 60 units in them now, where applicable
* Increased the capacity of the cryobeaker as well, to 60, so that it
matches others
2015-07-10 22:00:40 +03:00
skull132 d6b539c9d2 SQL Backend Update 2
Updating all table names referenced in the code to match a more suitable
structure.
2015-06-21 20:57:40 +03:00
Jamini f2129ecf15 Merge branch 'development' of https://github.com/Aurorastation/Aurora into development 2015-06-04 18:47:00 -04:00
Jamini fa4ef1bb9d RnD QoL. Protolathe sorting and categories.
Signed-off-by: Jamini <mobiousjami@gmail.com>
2015-06-04 18:46:09 -04:00
skull132 6517110fd7 Artifacts & IPCs
Modifies all artifact effects to account for the abilities and
capabilities of the IPCs. Minor reference to issue #492 .

Changes done:
* unknown_effect_cellcharge now feeds IPCs
* unknown_effect_celldrain now makes IPCs lose nutrition
* unknown_effect_dnaswitch no longer affects IPCs at all
* unknown_effect_heal no longer affects IPCs at all
* unknown_effect_hurt no longer affects IPCs at all
* unknown_effect_roboheal now affects IPCs by healing them
* unknown_effect_robohurt now affects IPCs by hurting them
* unknown_effect_sleepy has a few message changes, otherwise works as
everything else -- still puts them under
2015-05-30 19:31:55 +03:00
skull132 08e26e615a Fixes #509 2015-05-30 02:08:14 +03:00
Duck- dc69cf69c0 IPCs, prosthetics, suits
Fixes suit cooling units so they no longer have infinite power.  Made
their batteries last much longer, too.

Anom suits can now hold suit coolers.  Softsuits can now hold large o2
tanks.

Prosthetics now malfunction at brute+burn-11% chance so getting your arm
scratched doesn't turn you into humpty dumpty.

BSTs get a new verb to ruin everything.
2014-12-21 22:49:07 -05:00
skull132 f83bcb88b8 Signal Ace Lathing Fix
Fixes the bug where the creation of the Signal Ace 2 cartridge in the
protolathe causes a crash of the menus.
2014-12-20 20:34:07 +02:00
SoundScopes f4b2aef9ed RD Console spits plasmsa at max 2014-12-08 06:52:41 +00:00
skull132 3c04d7199d Bay Merge 05NOV2014
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.
2014-11-05 23:58:05 +02:00
skull132 dad1705c46 Baystation12 Hardsuit Code
Porting over the code.
2014-10-04 22:25:40 +03:00
Duck- b0a07339a3 Implements the protopistol.
modular guns go.  Rifle version ifwhen I ever get sprites for it.
2014-09-03 01:21:27 -04:00
Duck- c2c5e6668f Fixes shotgun boxes, energy shields, nerfs pressure
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.
2014-08-31 02:52:33 -04:00
Duck- 83a06403dc Laser pointers, overchargeflashes, various fixes
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.
2014-08-29 21:52:16 -04:00
Duck- 373a8bd126 but wait what if i wasn't dumb
Bugfix patch.  Forgot to commit clothes.  Forgot to commit self respect.
2014-08-19 20:30:23 -04:00
Duck- 9900cc4d40 Vamp nerfs and other things.
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.
2014-08-15 01:57:57 -04:00
Duck- f0ba88e7c6 Mostly guns changes.
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.
2014-08-06 18:56:31 -04:00
skull132 bd85415034 Bay Update 26JUN2014 2014-06-26 16:51:39 +03:00
skull132 67fc32da6e Exoskeletons
Out with the old! In with the partially finished new.
2014-06-17 22:17:44 +03:00
skull132 f95ab265c1 Bay Update 02 2014-06-04 18:20:49 +03:00
skull132 cd3c52e13e Protolathe Advanced E-Gun Fix
Works now.
2014-05-04 01:27:57 +03:00
skull132 1939011064 Exoskeletons
Now in the circuit printer for construction.
2014-04-18 16:16:10 +03:00
skull132 4dcf077473 E_FIX
Deleting backup files, updating map.
2014-04-17 19:19:12 +03:00
skull132 6d192181ea Baystation Update Merge 01
Mahoosive update. A lot of things.
2014-04-16 23:54:43 +03:00
skull132 e439cbc228 Energy Weapons + Traitor things
RIGHT.
Adds in Energy Pistols
Adds in Rifles as a new group of things, with the limitations described.
Adds in sprites for the on_back slots.
Adds the canesword + sprites.
Adds the syndicate masquarade boxes.
2014-03-18 16:04:46 +02:00
Duck- 579cd888dd Update designs.dm
Changes binary encrpytion key to binary encryption key (typo.)  Un-comments out giant energy crossbows.  Fixes implants, adds death alarm.
2014-03-12 20:51:35 -04:00
skull132 cb1e5adc60 Update 0.1.4
Custom items
Fixes to existing code
2014-03-11 22:58:47 +02:00
skull132 a8d9450c7e Initial Commit 2014-03-11 09:03:52 +02:00