Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
-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
Title says it all.
This needed some changes to offhand (which is now a subtype of weapon, not /weapon/gun), but otherwise it seems to work well in testing.
Intent of this PR: make factions actually matter.
How we're going to do this:
Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
These weapons had a very high damage per hardness value (75%), causing situations where materials with high hardness such as plasteel (hardness 80) and diamond (hardness 100) could create stupidly unbalanced and powerful weapons that are capable of dealing base damages of 60 damage (for plasteel) or 75 (for diamond) per hit.
For comparison, an esword, one of the stronger antag items, has a base damage of 30, and the energy glaive, something generally only found by adminnery, is 40.
Keep in mind also the average character has a maximum of 200 hp, and going below 100 is enough to crit someone enough to pass out and need medical attention or they die.
With these new values even a diamond spear has been brought down to a much more manageable 35 base when two handed.
Also, gold and uranium are much softer, but also heavier, and better for using on thrown weapons than melee.
Adds SSDocs, which manages randomly spawned documents.
These documents can be specified in a json file or in a database.
Adds /obj/random/document and adds /obj/random/document to the loot pool of /obj/random/loot.
Actually adding the notes to spawn is up to loredevs. If there are no notes to choose from, /obj/random/document will leave a blank sheet.
The notes can have HTML in them, meaning custom CSS and images. We're giving the loredevs a good bit of responsibility here.
It has been posited that it doesn't make sense to hear certain sounds through walls. So, I proceeded to go and change that.
All sounds with a volume of 50 or less will now be played only to the "hearers" list. This is basically people within line of sight. I also rewrote the lower levels of the sound API with this. The code is now more modular, while retaining the same main API entry point playsound.
This needs a test merge to see how badly I broke shit.
balance: "Medical borg's are now able to handle tanks, breath mask's and organs with chem gripper."
tweak: "Renames Hunter Killers to Military Frames."
Modifies the Handheld Health Analyzer's readouts a little.
Firstly, it displays if someone is malnourished or dehydrated.
Secondly, it changes the numerical damage values you get if you scan someone into words, this prevents doctors from screaming "OH YOU HAVE 0.3 TOXINS", which doesn't really make sense in any term of lore standards. I guess. Lmao.
Thirdly, it removes the weird "Anatomical damage detected" lines, because those are literally just repeats of the damage values you're already getting.
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.
Removes the flashing effect on manhack grenades. It lasted around two to three seconds, making escape nigh impossible.
Made manhacks do a random number between 10 and 15 damage.
Made manhacks easier to click on by giving them a small invisible square around their sprite.
After seeing in the recent beach episode that players had to deal with only being able to relax on folded up towels, I've added a verb to them that lays it out flat on the ground instead. When you pick up the towel it turns back into its regular self again.
This pr changes how telescience works; instead of just teleport things with zero risk or consequences, telescience will now create two portals, one in the telepad, and the other in the location.
Why?
Telescience has always been a really problematic part of the game, causing a lot of fuckery over the ages. It is pretty much riskless, besides some possible explosion, limb loss or whatever if you fuck up, but if you somewhat knew what you were doing, you could steal shit, and just teleport bombs or whatever upon your victims.
Now, telescience has some risk and difficulty attached to it. Since, for the scientist to steal/kidnapp/save someone, they must enter the portal, which puts them in the location of where they want to reach. It is also possible for the people that can reach the portal to end in the telescience lab, allowing for some counter play.
As an engineering main that had to make use of the fireaxe to deal with biohazards, it got old fast when someone entered your range while you were swinging and you decapitate them with the might of Zeus. That can still happen, but, if you know you're gonna be swinging when people are around, you can do it with only one hand to prevent multi-decapitation.
Besides, how well can you drive a fireaxe through multiple bodies if you're only using one arm?
Sidenote: I wanted to do this with other weapons as well, but my brain is simply too small to comprehend what the hell's going on with half of them, so, I'm just sticking with the fireaxe for now.
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
Replaced the hivebot sprites (Thanks to Kyres1) as suggested in this thread. https://forums.aurorastation.org/topic/11610-hivebotspace-bear-resprite/
Hivebot beacons now spawn in as one of three different variants, their only difference right now is the type of defensive weaponry they use. (Rapid firing taser, Radioactive/toxic beam or an incendiary beam)
Hivebot beacons keep track of their spawned bots, halting further spawns if the number of existing bots becomes that of the max allowed.
Added a red variant of the hivebot sprite, to easily differentiate between the melee and ranged variants
Hivebots are now affected by emps.
The timer now works properly, the hivebots will all not spawn at once.
New: Added a snoozing var, that if set to 1 will not allow the beacon to spawn bots until it has spotted an enemy. Will possibly be used in future mapping stuff related to dungeons and the like.
The balancing is something I'm torn on and will likely tinker with further in the future, pending feedback.
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)
Adds new sprites for the tactical gear available in cargo.
Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
Improves the sprite of the ushanka, adds the old one as a variant by request.
Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
Adds a TCFL jacket to the loadout.
Changes the flipped sprites of most caps to be leaning rather than straight.
Makes the visors of biosuits transparent.
Recolours the security biosuit from orange to pale blue.
Recolors the hip holster to be black.
Makes the tactical gas masks eyes transparent.
Tweaks the red and blue bandanas to be less bright.
Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
Makes the security berets more fitting with the standard blue one.
Per #6425 pointing out that you can click chalk, I discovered that the creator of #6393 neglected to bother coding in exceptions for all illogical children of the pen item in their rush to add in new memes.
Fortunately, I have cleaned up the mess.