Adding the Kneebreaker Hammer to the code, a blunt weapon which does the same amount of damage as a metal baseball bat and can be used to pry doors while fitting in a satchel and on the belt, quite comparable to an e-sword, due to eventually become a traitor item when the coders are done with Stuff.
Porting our oldcode biosuits as well, when I made some checks, those who chose to comment unanimously agreed the old suits were better.
Adds directional audio for explosions and fixes a variety of sound issues with them.
Adds screenshaking for explosions
Tweaks volumes and adds missing sounds for several window/airlock interactions.
Also fixes some runtime errors here and there which were discovered during testing, mostly just adding safeties
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.
This PR is intended to make working in cargo more interesting, and more like a real warehouse experience. IE, the place is an aladdin's cave full of wierd knicknaks and useful oddifies.
User Changelog
rscadd: "Gave detective a colourable trench-coat, solving the Dick Tracy Dilemma."
tweak: "Wooden closets now have a slightly larger capacity, indicative of their greater size."
This PR contains some UI updates for the PDA Power Monitor and the Sleeper Consoles (mostly a result of me trying to get a grasp of DM).
updated PDA Power Monitor UI. Sensor readings page now uses new icons and shows powernet load.
updated Sleeper Console to use fancy NanoUI. Added sanity checks for user interaction.
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."
Changes:
returned heavy flashlights from old code, some in security, eva storage and engineering
added robust maglights, placed some in security
ported glowsticks from polaris
cameras, recorders and some old code items sprites are being re-added
you can now carry flashlights into your armor
you can now carry wizard related items into the wizard robe and voidsuit
you can now carry chaplain related items into the chaplain hoodie and nun robes
you can now carry chaplain related items into the chaplain hoodie and nun robes
cult hoods now share the same armor values as the robes
In this update:
-rarity values of certain species were changed:
5 are for species you can get via science, golems and slime people.
10 are for magical and really rare species, like skeletons and xenomorphs.
-station species new rarity values, based on data from server and whitelist numbers:
Ipc and Tajaran: 2
Skrell and Unathi: 3
Dionae and Vaurca: 4
-devour being added to xenomorphs
-regurgitate verb added for unathi
-golems should be space proof
-golems are slower, but take less brute damage
-golems can't wear softsuits,voidsuits and rigs, and neither gloves
-new golems sprites, from vg, using some updated fat uniform sprites:
Ported from bay.
Instead of just stun locking people, new door crushing deals more damage and pushes the mob away from the door.
Also, re-added heatbutting airlocks if you have too much brain damage.
Fixes#881
Contest: Fix assigning of self
Fix objective hoarding
Preferences Helpers
So we have an easier way of keeping track who's represented where and how.
Add aggressive objectives and remove passive ones.
-Makes a lot of unsuitable events excluded from faking. Some of them could do with reworking to make them function, like the infestation and prison breaks, but for now i just had to exclude them
-Adds an In-character/descriptive name, used for the announcement apologising for the mistake
-Fixes an issue where using debug Trigger Event verb would fill the events list with empty severe events and cause runtime errors
A notable omission when i added bear events, that a few people have asked for.
Harvesting a dead bear now also makes a bearpelt for wearing. Trophies for the lizards
Fixes#1018
Fixes diona not recieving any light in space - initialises light amount to the max light value, so that is used in tiles where there is no lighting overlay. ie, space
Fixes dionastats organ references not updating when organs are lost or regrown
Fixes some spamming from lightmessages when a diona recovers after almost dying in the dark.
Adds a new light sensing message to the check light verb, if the response node is damaged or missing
Fixes synthetics speaking in a null language, by initialising their default language to basic. This should fix nymphs being unable to understand them.
Also fixes three runtime errors with finding types and devouring
Fills in some strange holes in cyborg functionality, fixing several borgs that were not quite fit at doing their jobs:
-Adds rolling pin and knife to service borgs; should allow them to cook a full range of foods. I've been getting regular nagging about this one from the community
-Adds the ability to pick up assemblies for engineering/research borgs, allowing them to construct some complex devices, notably bots and motionsensing cameras.
-Several items added to research borg: Dropper and reagent scanner, for chemistry, pen for renaming bots and writing research notes, and a plant bag for working in xenoflora
-Added altclick functionality for setting transfer rates on beakers. Essential for chemistry and cooking, since borgs can't use rightclick verbs on gripped items.
The research reliability requirements relied on numbers coming from the old broken code, so at a point it would become impossible to continue using the fixed code. This commit patches the overall requirement to be a few points lower to allow for the changes to work as expected.
Adds an admin-spawn Ushanka-wearing version of the space carp and a plushie Russian carp which can be earned from vending machines, in reference to a thing we did a while ago.
I'd put the plushie ruskie carp on the same level as the Aurora posters, if we're concerned about haha meme code, and the Ushanka carp on the same level as Garn's Bluespace shark antics.
Just a harmless thing for fun to add.