The AI can now remotely control mechs in its network. It has one mapped in near its core.
Messages received by your old body will now reach your VR body (does not affect Skrell Srom).
Exosuit pilots can now interact with elevator panels without having to get out.
Robotics and RnD can now create remote controlled mechs. The control centre is in the protolathe, while the exosuit upgrade is in the circuit imprinter.
Mechs can no longer be dismantled if it has a pilot in it.
Dismantling a mech now takes a while.
The mounted machine guns had a safety, which started as set to 1. This caused it being unable to function when mounted. This is fixed by removing the safety from the weapon class used.
Posibrains are now in the ghost spawner menu. Activating them is now a one-and-done deal, as they remain open in the ghost spawner until someone disables it or someone spawns in.
Syndicate Cyborgs have been added to the ghost spawner menu, and will remain in a boot-up state until someone spawns into it.
Syndicate Cyborg eye overlays have been fixed.
Wizard Familiars have been added to the ghost spawner menu, same as above.
Mining Drones have been added to the ghost spawner menu, one swipe is all you need, until someone joins in as them.
The agent ID card now makes you invisible to the AI when electronic warfare is enabled.
The price of the agent ID card have been upped to 4, from 3.
Agent IDs now have a charge, which lasts for a few minutes. When the charge runs out, electronic warfare is disabled.
Credits to Loaf (the man of many names) from Nebula for teaching me this technique.
Wizard spellbooks can now be stored in the belt slot.
Necromancers now get 10 spell points, up from 8.
Smoke now properly layers over mobs, obscuring them.
Wizard Apprentices and Skeletons are now in the Ghost Spawner menu. The former can be enabled by buying an Apprentice Pebble artifact, a new wizard item which acts as a portable spawnpoint. The latter by casting Raise Dead on a corpse.
Apprentices are now given additional spells at the bottom of their spellbook, depending on which type of wizard their master is."
Bought artifacts now appear in your hands, if you have any free.
The Return to Master spell has received numerous bugfixes and should now work as expected, most of the time.
This PR is pretty decent in size. The contents of changes are:
Modular guns rebalance:
Capacitors reliability was buffed: reinforced 80 -> 100, uranium 50 -> 60, teranium 45 -> 55, phoron 40 -> 50, bluespace 30 -> 45.
Added nano reinforced barrel which has 10 more reliability than reinforced barrel.
Added enhanced grip MK2, which has improved fire delay by 0.2 compared to MK1 grip.
Added stablity stock, which improves fire delay by 0.2 and accuracy by 0.5 compared to regular stock.
Added animations to lots of modular components like all capacitors, almost all modulators, lenses, etc.
Modular guns now have to be assembled inside of weapons analyzers. You cannot assemble them in hands anymore
Weapons analyzer:
Added machinery called Weapons analyzer. Main purpose of it is to display stats of any weapon or item. You can accepts anything that is an item, even trash(probably). For modular guns it will also display table of components and their statistics.
Modular guns now need to be assembled inside of weapons analyzer.
Added circuit board and ability to construct weapons analyzer in RND. Circuit board required tech: engineering = 3, data = 2, combat = 2.
Misc changes:
recharger and wall recharger now visually display on their icon how much charge is inside of weapon/gun that is being charged.
Stationbounds can no longer bolt or electrify airlocks, only unbolt or de-electrify on a five second timer. This restriction does not apply to antagonist silicons.
Malf AI can no longer machine overload the forcefields they generate.
Tweaked how computers display and layer their screens, mobs and objects should now properly go under or over them when they should.
This is quite experimental, in testing I found that some of the icons kinda stutter? I'm not sure if that's just my local computer having trouble with it though. I would appreciate it if a few people would download this branch and try it out.