you aren't going to heal from being clubbed with a wrench in 30 seconds
in real life really
also, now you won't regenerate all your hp from bullets or whatever. it
was really ridiculous before.
missing: language, flash weakness, sprites, custom organs? //might steal
xenomorph organs i don't know
thoughts on race: some good strengths but more easily exploitable
weaknesses than any race i've ever seen. fireloss *2, emp death,
intended flash weakness far outweigh the strengths they currently have
and they are going to get lasered instantly in like every conflict it's
going to be awful ughghm
thoughts behind decisions so far: bugs are insulated because seriously
they take 2x fireloss any shock at all is going to instacrit them and a
nonconductive space exoskeleton kind of makes sense. their bite verb is
nice. i'm not going to say it's not nice. but it requires a strong
grab, which requires a stun or someone stupid. you can easily do more
damage with a 15 force weapon and about on par with a 10-force, i'm
pretty sure. this is mostly for style really.
final opinion: any race that takes 2x burn is always going to be
underpowered given how common lasers are. plus a welding tool is like
an esword on them. that alone would be a significant drawback. coupled
with emp-death (all their inner organs are mechanic so they will get
fried almost 100% of the time) and also the weak eyes thing is a little
much maybe. oh, and they're slow. strengths: insulation, no hardsuit,
reduced brute, radiation resistance, bite verb. hardsuits common to all
departments; usually decent armor values anyway. insulated gloves
easily gotten or worked around by anyone willing to powergame even a
little bit; not big deal. rad res rare. brute res outstripped by burn
mod. bite verb nice but impossible to use unless you've stunned someone
already in which case you could've won any other way.
turns out robolimbs pop off from burn damage without any protection
checking so you can get shot in the chest by lasers and turn into braces
the chestless ipc. changed to allow robolimbs to fall off just like any
other-- from brute. bug was causing issues also because two shots from
a laser to an ipc head or groin would cause those vital organs to
detach, causing the ipc to instant die.
fixes robots/painlessflaggeds being able to take toxloss and halloss
because new flags. painlessflags can take toxloss still.
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.
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.
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.
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.
fixes protopistol sprites breaking. this didn't break when i tested it
before so i don't know but. okay.
took out faulty debug message that shows whenever someone aiming at you
fires. woops.
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.
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.
Re-enables, hopefully properly this time? Yay. Still figuring out
cloneloss. Not enough time before update. Will puzzle more later or
probably give up. I'm a giverupper.
Please add: obj/machinery/cooker/cerealmaker,
obj/machinery/cooker/foodgrill, /obj/machinery/cooking/candy, and
/obj/machinery/cooking/oven to the map. Adds those items. Also,
/obj/machinery/icemachine Adds a lot of foods. Eating monkey cubes now
results in disaster and pain. There's probably! A lot of stuff broken
but it totally compiles and honestly, the only broken stuff I can find
is a lack of idiocy checks (So you can grill cerealized cardboard and
turn it into a sandwich a mile high and stuff like that). I think Para
actually removed the idiot-checks to make cooking more fun, so. I kind
of approve of that. Yes.
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.
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.