Commit Graph

25230 Commits

Author SHA1 Message Date
Erki
bd2d9a184d Better factions and contractors (#6493)
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.
2019-07-16 00:21:34 +03:00
Mykhailo Bykhovtsev
c8d5d89d79 Fixing Diona limbs (#6724)
Diona now regenerates full limbs arm + hand, leg + foot. Because it is a single nymph.

    Fixes #6716
2019-07-15 21:39:06 +03:00
Kaedwuff
55506270fe Nerfs Spears and Pikes (#6433)
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.
2019-07-15 18:53:39 +03:00
Alberyk
0f4ceb4a77 Bugfixes: aut'akh drill, portal teleportation and black beady eyes (#6722)
-fixes #6712
-fixes the autakh drill having no icon sprite
-fixes using adminheal turning people's eyes black
2019-07-15 18:35:32 +03:00
Werner
7169e5ac67 Various Bugfixes (#6720)
Fixes #6520
Fixes #6114
Fixes #5349
2019-07-14 22:55:42 +03:00
Werner
5d2812b74a Removes borg keys from the round end report (#6701) 2019-07-13 22:56:07 +03:00
ParadoxSpace
f1f64fbcd3 pAI Buffs (#6698)
As in the changelog, pAI mice are now pAI rats, they now have cat and rat emotes available to them, and the pAI monkey can now rest.
2019-07-13 18:13:14 +03:00
MarinaGryphon
0cd61f4f48 Adds Random Notes (#5644)
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.
2019-07-13 17:50:19 +03:00
Erki
514e1f2aa4 Makes sounds with a low enough volume only audible within line of sight (#6515)
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.
2019-07-13 17:50:01 +03:00
MarinaGryphon
d67d9e7061 Fixes visible_message runtiming. (#6714)
Fixes a horribly improper usage of visible_message in bluespace stream trauma code.
2019-07-13 17:01:06 +03:00
Mykhailo Bykhovtsev
3691d5ddda Diona detaching limbs (#6496)
Adds ability for Gestalt to detach their limb nymphs and use them for scouting or whatever.

    Detached Nymph can switch back and forth between controlling Gestalt or nymph

    Detached nymph can merge back into Gestalt, restoring lost limb instantly.

    Makes initialization of Diona nymphs based on external organs it has, not a hardcoded number

    No longer Nymphs spawn on turf and move into Gestalt during initial setup.

    No longer removing internal limbs would cause spawn of nymph. Only external organs do that now.

Timers:

    Adds new proc in timers that calls the callback and deletes timer afterwards. Used when you need to make active timer execute now.
2019-07-13 11:18:26 +03:00
Mykhailo Bykhovtsev
83a967a67f Fixing ranged hostile mob's targetting (#6707)
* Fixing this

* Changelog

* this is better
2019-07-12 20:11:50 +02:00
ben10083
16f1dd2748 Ian Came Home. (#6696) 2019-07-12 20:10:47 +02:00
Werner
6849b23191 Prevents ghosts from freely observing on the derelict. (#6670) 2019-07-12 02:47:00 +02:00
Alberyk
5d260377bc Custom items 05/07 (#6672)
Adds the following custom items:

Akinyis's holographic symphette
Fraseq's Journal of Mysteries
Thea's Tea Se
2019-07-11 17:03:20 +03:00
fernerr
c6268ae9f0 Changes the drop sounds of balls. (#6688)
Changes the drop sound of beach balls to a more fitting one.
    Adds a new appropriate drop sound for basketballs.
2019-07-11 16:42:28 +03:00
Geeves
5768d714d5 Added suit sensor jammers. (#6557) 2019-07-10 14:45:11 +02:00
Mykhailo Bykhovtsev
c63583e17e Turrets sounds and accuracy update (#6665)
Turrets now use max accuracy value between gun or projectile accuracy which also gets 25% more bonus. Making turrets more accurate than people.

    Turrets now have deploy, retract and rotate sound effects.

Extracted from #6505
2019-07-09 19:29:42 +03:00
Alberyk
a79c08beda Fixes explosions not affecting the z-level bellow (#6692)
* Fixes explosions not going down.

* And adds changelog now.

* Update html/changelogs/alberyk-explosionfix.yml

Co-Authored-By: fernerr <35879136+fernerr@users.noreply.github.com>
2019-07-09 17:52:32 +02:00
Mykhailo Bykhovtsev
aab6a103f9 Animal sounds Fix (#6695) 2019-07-09 17:51:16 +02:00
Werner
ba65d5dd06 Automatically Forces the shuttle if it takes too long to launch. (#6650) 2019-07-08 22:04:30 +02:00
Alberyk
ef77276969 Fixes #6689 (#6691) 2019-07-08 19:30:35 +03:00
Mykhailo Bykhovtsev
69a4314c38 Adding simple animals sounds (#6556) 2019-07-08 12:26:41 +02:00
Geeves
074dcbaaf3 Fixes tablets losing their colours after initializing (#6643) 2019-07-08 12:22:33 +02:00
Werner
95e93f1555 Fixes #6683 (#6685) 2019-07-08 01:52:07 +03:00
Werner
b55d1434c7 Revert "Disables ERT on Revolution" (#6681)
* Revert "Disables ERT on Revolution (#6574)"

This reverts commit 8a6059e1dd.

* Adds a changelog
2019-07-07 20:50:43 +02:00
Kaedwuff
40ec8de932 Balance: Absorb DNA cooldown (#6492)
On request from a staff member, I have implemented a delay on using Absorb DNA. Changelings will be unable to use the ability for a full minute after successfully completing it.
2019-07-07 21:26:21 +03:00
ParadoxSpace
8a6059e1dd Disables ERT on Revolution (#6574) 2019-07-07 20:13:17 +02:00
Alberyk
61e274ca3b Fixes this being able to absorb the same dna over and over as changeling. (#6647)
What it says in the title, now you can't steal someone's dna over and over as a changeling and just gets a lot of easy points.
2019-07-06 22:08:04 +03:00
Werner
f8ce8d584e No Round End (#6346)
No longer displays a message and votes for transfer if the mercs/raiders move their shuttle back to the base.
2019-07-06 11:11:33 +03:00
Alberyk
bd82d45daf Removes xenomicrobes and nanites from the warehouse chem spawn (#6657) 2019-07-06 11:10:18 +03:00
ParadoxSpace
f447e175a9 New Vaurca Antennae (#6648) 2019-07-06 00:24:32 +02:00
ParadoxSpace
6916089d4e Replaces Mice w/ Rats (#6625) 2019-07-06 00:03:35 +02:00
OneOneThreeEight
456d52ee1c Unapologetic Chaplain Buffs (#6654)
https://forums.aurorastation.org/topic/12258-give-the-chaplaincounselor-the-hypnosis-watch-and-trauma-plushie/?tab=comments#comment-116990 Feedback thread.

Adds the mesmetron pocket watch, trauma plushie and Freud's quack book to the chaplain's locker.
2019-07-05 09:19:33 +03:00
Mykhailo Bykhovtsev
df4ccdd7b4 Bugfixes (#6664)
Fixes #6504

Fixes #6508

Modular guns can now be used for turret construction

bugfixes were seperated from: #6505
2019-07-05 09:17:54 +03:00
Lady Fowl
99bc56fc39 Borg Adjustments (#6600)
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."
2019-07-04 22:35:43 +03:00
Geeves
1087bc9aaa Medical Nerf: Handheld Adventures (#6542)
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.
2019-07-04 21:19:20 +03:00
Alberyk
ad9caa77ae Adds a couple of lore themed mercenary gear loadout (#6644)
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.
2019-07-04 21:13:17 +03:00
Alberyk
c1de95f2e4 Updates the infactions in the security processing console (#6624)
This pr updates the infractions in the console in game, bringing them up to date with the wiki.
2019-07-04 17:07:18 +03:00
VTCobaltblood
2d92e18210 Off-worlders now show their species on examine (#6649) 2019-07-04 17:06:17 +03:00
Alberyk
7664972d0a Fixes water removing objects' colors (#6656)
This pr fixes water removing thing's colors, it should now only removed color from mobs, in case people are painted.
2019-07-04 17:02:40 +03:00
Geeves
080023d25f Unapologetic Manhack / Viscerator Nerfs (#6645)
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.
2019-07-03 21:05:17 +03:00
Alberyk
d04533698b Fixes two missing sprites (#6651) 2019-07-03 18:18:28 +02:00
Alberyk
7e60ffe03e Fixes suit cyclers having no sprites (#6655) 2019-07-03 18:18:02 +02:00
fernerr
2cbf007acc Increases the amount of cutlery/glasses/trays available in the kitchen vendor (#6633) 2019-07-03 17:25:34 +02:00
fernerr
92e5c89ee8 Adds the ability to lay out towels flat on the ground (#6631)
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.
2019-07-02 22:23:07 +03:00
alsoandanswer
91806023be Suit storage unit sprite refactor (#6596) 2019-06-30 20:53:15 +02:00
Alberyk
61a939e3c1 Changes how telescience works and teleportation damage nerf (#6588)
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.
2019-06-30 15:29:40 +03:00
Werner
5707974896 Fixes mob/living inconsistencies of modular computers. (#6629)
Most modular computer procs use var/mob/user some used var/mob/living/user when the restriction to living wasnt needed.
This fixes that.
2019-06-30 13:51:41 +03:00
Erki
6dd8f153ca Fixes autohiss breaking for humans (#6634)
Humans could enable autohiss. This resulted in the handle_autohiss proc runtiming, due to missing expected maps. The runtiming rendered the person unable to speak until they turned autohiss off again.

Fixes this by checking for the presence and length of autohiss_basic_map. The map is expected as a predicate towards autohiss working in the first place.
2019-06-29 01:00:47 +03:00