-fixes the commissar role not working properly, making some ghost roles check more robust
-fixes a couple of mapping errors on that space ruin
-fixes the nuclear launcher magazine not accepting the proper bullets
-fixes the cosmonaut suit not accepting tanks on the suit storage slot
-ranged pra robots now leave behind empty casings after firing
-pra robots will now take honorary membership cards in consideration when chosing targets
-adds emp damage to synthetic simple animals
-replaces the sprites of the guns that were pretty much justreferences to guns in real life, like the uzi and the dragunov, with new future sprites made by kyres
-adds the hand cannon
-makes some guns cheaper at the merchant
-fixes a broken message with the prank guns
-added a small animation when someone is hit by a blaster projectile
Adds a bit of what is related here: https://forums.aurorastation.org/topic/11941-antagonist-rework-20/
Pretty much, adds a couple of gear crates that mercenary teams, seeking to do a lore related gimmick, can buy by pooling their crystals. Right now, it is just adds a couple of human related factions, such as eridani, sol alliance, elyra and the frontier.
The head of security officer came with a magazine for the tranquilizer rifle, however the rifle did not accept magazines, and worked like the regular am rifle, where you have to load one shell at the time. This pr replaces the magazine, that forced you to empty it on the ground to load the rifle, with a regular box full of darts.
The Leyon Pistol has been changed to be closer to the original vision of it.
It is loaded via a special 10mm speedloader, however loading it takes some time.
Each gun (when ordered via cargo) will ship with a speedloader.
The speedloaders itself can not be ordered, but 10mm ammunition boxes can which can be used to restock the speedloaders or load the gun directly.
Reduces the price for the gun at the merchants from 1500 to 500 credits
And makes additional ammo boxes purchaseable
Also changes the path name of the 10mm ammo/mags/... to be consistent with the standard pathing for ammo
Adds additional messages if you can not load a gun with a single cartridge (currently it fails silently)
-removes the shotgun magazines things, not done properly by #5010
-fixes more secret chems showing up on cargo warehouse
-removes rainbow slime core, since there is no way you can get it, from the bounties
-fix the adhomian bread recipe
-removes the mining drone ore hunting behavior, which just ended with them falling down holes and other dumb things
-fixes #5097 by removing the bluespace leak ruin, since the bluespace walls had some bizarre interaction with simulated turfs in the asteroid, besides just pushing half of the loots into walls
-removes the shotgun magazines, moving their sprites to the boxes instead
-shotguns boxes should now all have eight shotgun shells, up from seven
-added incendiary and emp shotgun shells boxes
-added the baindolier, a belt that can hold up to 16 shotgun slugs
-fixed a bug with unloading the pocket rifle
-added empty sprites for the uzi and a different loaded gyro pistol icon
-updates some gun related merchant lists a bit
-adds the weapon suggested by this thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=11486
This pr adds a backpack mounted minigun. That requires the user to wear the power source on their back to deploy the weapon and fire it. It can supply nearly enough dakka, but it robs the user of wearing a backpack, a rig or carrying anything in their other hand while firing. It can be brought with around 50 telecrystals.
Sprites are from tg station.
/wetgnow
-name added the prefix mounted to all mounted guns
-converted the hos sniper rifle bullet to the new armor system
-converted projectile/special.dm to absolute pathing
-reduced again the damage of frag grenades
-added armor penetration to the pulse beam, to make it more than just a stronger laser
-fixed the fake grenade getting stuck in the primed sprite after its detonation and added a indication it is take in the desc
-adds the netgun, replacing the syndicate cyborg energy crossbow with a downgraded mounted version, and giving the heisters a chance of getting one of those in their random gun spawn
-fix the meteor gun, giving it a new sprite and fixing the wrong icon state on the projectile
-ports emp/haywire rounds from baystation, only .38 and 12 gauge rounds
-fix the action button of the am rifle not wielding it
-gives the wizard staffs tech levels
-removes the xray crate from cargo
Fixes#1923
-added new sprites for rubber and rifles casings
-made bullets path less dumb
-added some new gun sprites, like the large crossbow and zipguns
-added a new tatical sprite mask, with support for unathi, tajaran and vox
-added back sprites for some items like bats and scythes
-fixed being able to saw off sawn-off shotguns forever and ever
-fixed a typo on the custom loadout
-nerfed the brain damage of the mind flayer, since brain damage is lethal now
FIxing lamarr cage having no click cooldown when being smashed.
Fix other missing cooldown checks in some other places
Fix#1448
Fix spiders egg implantation being borked
Fix#1458
Fix some issues with the bulldog sprites
Fix#1444 by replacing the regular vault with one with random loot, but, loaded with valuable/rare items instead of just junk
Adds Shells. Adds tags. Adds IPC subspecies. Adds HK-47's. Does not add IPC construction.
Beyond the obvious review of shells, the exact stats of the IPC subspecies need review. They were largely an afterthought, and quickly overshadowed by the shell project.
-added an alt unathi language, at jackboot's request
-added an automatic shotgun weapon
-fixed rifles having the wrong delay when not wielded
-fixed non-lore friendly ipc limbs
-fixed #1292
-fix syndicate borgs not having the right assigned mind
Credits for content go to Serveris. All I did was fix it up for the baymerge and got it working in-game (Yes I know zipties don't stack. I couldn't figure it out. Maybe latter.)
Traps will trigger don't matter if you are walking or running, same with portable flashers.
Also, fixing a missing shotgun box sprite and a the wrong gun in the supply cargo crate.
Things done:
Created several random objects, that can be used to randomize loot in the maint or other places. Several items, some rare things and other random useful or not objects.
Added a svd gun with its own snowflakness, to replace the heister's lwap, but, they will get an extra energy gun to compesate.
Added tracksuits, stunrod, new sprite for the rapier, a new sword flavor and the old cane sword.
Changed the heister ship armory; two random melee weapons, the dragunov with an extra mag and a random energy gun.
Changed the chances of ghetto guns going bad.
Replaced the carbines in the ert area with energy pistols, so, they can make use of the holsters.
Clumsy people may have trouble with glowsticks now.
rscadd: "Added three new energy-based weapons, one designed purely for pest-control."
rscadd: "Added a new rare handpistol, based off of a proposed competitor to the NT Mk58."
rscadd: "Added a new pet for the Head of Security - the PTR-7 Tranquilizer Rifle."
rscadd: "Syndicate manhack delivery grenades are now available via the traitor uplink."
rscadd: "Manhacks will no longer attack anyone belonging to the 'syndicate' faction, including Heist pirates."
tweak: "Tweaked loadout customisation whitelists, generally making them more restrictive by role."
bugfix: "It is no longer possible to be older or younger than your species ought to be."
In this update:
Returning old e-rifles from old code.
Changing regular energy gun to energy carbine
Adding back the energy pistol
Buffing a bit the heavy asset protection suit, and fixing more loadout related issues with the nt and syndicate assault teams
Reworked a bit the syndicate commando and deathsquad loadouts
Returning shotgun boxes, that works like speed loaders, from old code, now with unique sprites
Stun batons now emit light
Vaurca hivemind language added.
Vaurca appropriate name generator added.
Tied Vaurca language to their neural socket organ.
Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.
Sprites for Vaurca organs.
Neutered all Vaurca.
Cutting open a Vaurca for surgery now requires heavier equipment.
Injecting a Vaurca with a syringe now will take time.
Adds various Vaurca cosmetic items available via loadout.
Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.
Ports the ability to stick heads on spears from Paradise-code.
Added an error message when trying to bite someone before the cooldown expires.
Removed spoken Vaurca language.
Heavily nerfed K'ois' properties.
Halved the nutrition value of nutriment, returning it to old-code state.
Nerfed the damage dealt by bite, while reducing the cooldown.
Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.
Fixed Vaurca player ability to select coloured eyes.
This pull adds bolt actions rifles, they are like pump shotguns, with the capacity for 5 7.62mm bullets.
Also adds a 7.62mm clip in the hacked autolathe. Raiders have a chance to spawn with one.
- Replaces the creation of throwaway items from New() with initial() calls for all chameleon items.
- Unfortunately throwaway items could not be removed when switch appearance, as initial() does not work very will with list vars.
- Makes chameleon item name cache lists global.
- Makes chameleon guns a subtype of energy guns, removes chameleon magazines.
- Moves chameleon.dm to clothing module root
- Items without icon or icon_state are no longer selectable as chameleon appearances.
- Chameleon verbs go in their own panel.
Protolathe and CI build procs moved to them from RD console.
Protolathe and CI now have a build queue. Designs take varying time to
build.
P and CI material storage is now a list instead of a set of vars.
origin_tech is now a list.
All sheets now contain exactly 2000 units of matter.
In design datum, chemicals and materials are two separate lists.
Designs are now sorted. The method is kinda hacky but flexible. They
have a var, sort_string. Designs are sorted alphabetically using it.
Circuits how show whether they build a machine or a computer in CI menu.
Adds item construction, for now protolathe is used.
Collection of gear and changes from the four gear polls on the forums
includes:
2 new automatic weapons, mapped in to ERT and random weapon spawns.
Laser carbine balance.
Slow emergency softsuits, no armor value other than bio and rad, 4
slowdown.
1 knife, not mapped in, available for Psi's uplink merge.
New vests: 2 types, 2 pocket no slowdown,
4 pocket with slowdown, second is available from cargo and one random
vest
spawn in armory. The first replaces all instances of the old vests. Old
vests still exist in code.
Mercenary vest with no slowdown, 4 pockets, and slightly better armor,
not on map, possibly for Nukes or Traitor Uplink
Holster rearrangement for custom loadout.
Acid dispenser, mapped into robotics and science.
New food items, added to vendors and rations crate.
New random medical spawns, added to medbay.
Cargo and loadout additions to accommodate new items.
1 beanbag loaded 5 round shotgun added to Warden's closet to compensate
for officers having .45 ltls and the HoS having an e-gun, suggested by
IRC and server.
http://baystation12.net/forums/viewtopic.php?f=5&t=12064http://baystation12.net/forums/viewtopic.php?f=5&t=12031http://baystation12.net/forums/viewtopic.php?f=5&t=12027http://baystation12.net/forums/viewtopic.php?f=5&t=12007