Space is supposed to kill you really fast, but because ZAS is
consistently broken, no one ever takes the compound burn damage with the
brute. So, to compensate, because I hate fun, space is going to become
deadlier. Until ZAS fixes, I suppose.
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.
- Chaplin can't be turned into a vampire
- Spelling errors
- A few debug messages for advanced checks
- Loadout spawning fixed
- IPC's can't be absorbed by lings.
- IPC will no longer be chosen as a ling
- Can't use radios if you are stunned >= 4
- dead bodys stop floating after they die
- debug messages to find out what's happening.
- Debugs for SoundScopes
- Some more change log
- Mice now have A 5 minute spawn timer after first mouse death
- Grav Gen uses more power
- Last vote timer for staff
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.
Fixes: Full-power xray now works.
Enthrall reduced to 150 bloods.
Vampires fry! in starlight. You'll be dead in seconds.
Bats buffed. They're pretty strong now. No longer eat each other since
you only get one bat. May be nerfed in the future. Not sure.
Some blood fixes. You don't lose blood if an ability fails now. So if
you don't move to cancel it after trying to hypnotize yourself, that's
totally your fault.
Added a color to clonetox. Made cyanide's metabolism rate less stupid
high so it's actually useful maybe, or could be if it were ever used.
Added deep frying. Look in snacks.dm and deep_fryer.dm for information
on its function. Also added small arcade by showers, expanded escape for
better flow, and added Deep Fryer to kitchen.
- Addition of Gravity Field Generators
- Added animation for when floating
- Toggle Gravity in Secrets menu only works when a Grav Gen is on the
station
- New debug verb to reset the gravity on the whole server
Because of the way this has been implemented, any Grav Gen on any zLevel
will affect the station level only. I would need to rewrite the whole
movement/gravity system as well.
Something I think can be saved for when we switch from station to
outpost.
Mapping info:
At the start of round there doesn't need to be one on the station as the
original gravity system will be running when the round starts. As soon
as a Grav Gen has been spawned and it has started up (Done automatically
if already on map or spawned using the /station/admin version) It will
take over all gravity simulation.
The main object:
/obj/machinery/gravity_field_generator/main
The one to be place on a map at round start:
/obj/machinery/gravity_field_generator/main/station
The one admins should spawn if they need/want to spawn one:
/obj/machinery/gravity_field_generator/main/station/admin