Druids and clerics will have the ability to petrify their victims temporarily, something that was previously reserved to battlemages for reasons that didn't really make sense to me.
Added several new preservatives and flavorings in vending machine junkfood. As a result, junkfood is now more filling
Tweaked pain messages.
Penalties for Organ damage now start at >=1 instead of >0.
Added Adipemcina, a fictional heart medication that specially reduces heart damage.
-opening a cyborg's cover now should take some time
-cyborg's stun batons should drain less power
-removed the wide sprite
-overclocked cyborgs can't be stunned by flashs
-fixes #4248
Changed trench coat, detective's trench coat, and gentlecoat to all be able to button up and down
Also updated all references of old path to new
Finished!
changes:
Replaced some bad references to the old asteroid turf type.
Fixed an issue where asteroid walls being mined down would always spawn the ash variant instead of rocky where appropriate.
Changed the abstract asteroid turf type to have a unique debug texture & description to make it more identifiable.
Debug tex (from TG):
2018-02-10_17-52-39
Fixes#4275.
Based on data collected from feedback reports submitted by the community, some additional although minor changes to the present K'ois mechanics. A few larger changes are pending discussion but should not delay this PR.
-Halves K'ois Health
-Reduces Black K'ois health by 25%
-The number of spores released by a plant is now determined by that plant's potency. K'ois will be default release at most 2 spores, Black K'ois at most 3.
By the request of BygoneHero with some prodding on my part, the gestation periods for both K'ois Mycosis and Black K'ois Mycosis have been severely reduced. K'ois Mycosis will now take 7 and a half minutes to reach maturity, and Black K'ois Mycosis will take 10 minutes to reach maturity. Previously it was 30 minutes and 20 minutes respectively. I believe that these new values are more appropriate, plus it means people won't die before they reach the final stage, for better or for worse.
-fixes #4217
-lowers some of the component techs to make possible to get them
-fixes the phoron capacitor design having the wrong id
-modulator will now change the firing sound of the weapon, to avoid things like tasers and non lethals modules sounding like lasers
-fixes a bug with the random voidsuit picking the wrong helmet for the captain voidsuit
Map loading was to blame.
Basically. All vending machines which had custom instances defined in maps would have the associative list keys (code expects paths) loaded as strings. This traced back to DMMS casting all associate list keys into strings. The fix is to make list keys also run through the type inferring system, same as with values. The inferring system was updated with two special cases:
Keys cannot be numbers, this will otherwise break things.
If no valid type is given, instead of returning null, the original string is returned.
This will ensure that nothing that's been fine thus far breaks.
-fixes #4172
-fixes #4193
-fixes #4192
-fixes #4189
-fixes #4179
-fixes #4170
-fixes #4197
-fixes #4201
-changes the access of the security checkpoint, so all heads of staff can use it
-fixes the hop being unable to access the account's computer
-fixes being able to feed holodeck penguins
-fixes modular laser weapons not interacting with firing pins
-fixes more guns not interacting with pins and remove the need for pins from certain guns, like crossbow, alien weapons and etc
-fixes unstable matter's portals and the elixir of life
-nerfs liquid fire a bit
Overview
Fixes/Tweaks PRs #3881 , #3965 , #4070 , and #4079.
#3881
Auto-Hiss was really bad. There is now a chance that the Dionaea autohiss will actually fully pronounce a word properly. Words like "everything" and "course" are no longer read as "eeeeveeerthing" or "courseeee".
#3965
Poking people with the cane would sometimes cause an excessive amount of blood, so I just removed the damage altogether poke people at your own leisure now.
#4070
Some garbage items had too high of a chance. Hindsight, it's dumb for an arcade machine to vend alcohol. The red space suit replica is also useless and doesn't work really.
#4079
Burritos used a terrible way of mixing chemicals in recipes, so now they have a proper way of transferring chemicals. Burritos now also require more meat, and by extension, are now more filling.
-fixes #4168
-fixes #4165
-fixes #4161
-fixes a missing facial hair
-fixes flags on the warehouse
-fixes a message with rings
-removes the badges from the maint spawn as some player's request
I found the cane to be annoying to use when it comes to doing actual work on the station. You can't use the cane to push buttons or generally interact with objects so I added something that would help.
But then I got carried away and added several other useful utility functions.
Using help on someone with the cane will poke them, dealing 0.25 pain damage that usually regenerates within 4 seconds. Spamming poke with the cane can cause brute damage (takes like 5 in a row for it to happen), and can actually knock people down (RNG, rare after 10 pokes). Useful for characters playing old disgruntled men who like hitting youngsters with the cane without killing them in 5 hits.
Using disarm on someone with the cane will perform an attack that takes 2.5 seconds to charge. If the arms are target, the weapon in that hand will be disarmed, else it will just deal 3 pain damage.
Using grab on someone with the cane will perform a pull that takes 2.5 seconds to charge. Equivalent to a normal Right Click > Pull however this one deals 1 pain damage on a successful pull.
Using harm on someone with the cane will perform a regular attack that deals 10 brute damage to the targeted body part.
I'm going full steam ahead with this.
Adds firing pins/ Authentication mechanisms. these are needed to fire any specific weapon.
Weapons generally spawn with firing pins in them. or at least should. The exception to this is anything made in R&D - which needs to secure a firing pin from somewhere.
There's currently the following firing pins:
One that checks for a specific implant, EG a loyalty implant one.
One that always fails, and can replace other pins. (this one would likely be admin only. it's clown themed)
The Laser tag code got refactored to the pins. so each gun has a different pin. if you somehow got this pin, you could make it so you could only shoot a gun while wearing a laser tag vest, for example.
A Testing range pin, which only allows firing in specific areas - of which are mapped in currently.
A DNA locked one. and a subtype which will explode if someone else tries to use it.
the system's designed to be easy enough to add on to.
Feedback fourm is here:
Implements Black K'ois
Implements K'ois Mycosis
Implements Black K'ois Mycosis
Buffs K'ois' healing properties for Vaurca
Vaurca can now control where they bite
-picking up a phylactery now gives a message of how this thing might be bad and flickers the lights around you
-holy water will now set the undead on fire