Spawned borers now get added to the Ghostspawner menu, allowing players to inhabit them even if they didn't catch the original request.
Borers have gained the ability to survey their host's health, allowing them to better choose when to administer certain chemicals.
Borers now regenerate chemicals even if their host is unconscious.
Awakening psionics now take 15 seconds instead of 10, and the host now gets a message about feeling something bad coming on, allowing them to make a dash to safety and or seclusion.
Skrell returning from Srom no longer eject controlling borers to the lobby by replacing their ckey into the aether.
Skrell no longer spontaneously die when entering Srom on a map that doesn't have a Srom location.
Ports Baystation12/Baystation12#19992 and Baystation12/Baystation12#27266.
Added a personal shield device to the traitor tools uplink.
Added a radiant shielding aura spell to Battlemage and Cleric.
Added an exosuit shield drone to the mechfab.
This works, but I'm not entirely happy with the sprites. The personal shield has no on-mob shimmer, it uses a mindbatterer grenade as an icon sprite. The wizard radiant spell uses a pretty big and janky sprite as an on-mob, and the exosuit's shield sprite doesn't follow the dir the mech faces, but that one I can maybe fix on my own. If anyone knows about that last one, lemme know, Bay had code for it that we do not.
This pr adds an augment option to the loadout, that by using copious amounts of shitcode, allows players to spend their snowflake points into becoming total powergamers cool augmented cyborgs.
Also, make a couple of changes to allow all limbs to host internal organs and interact with them in surgery.
The lifeless live again. Or in this case, what never actually lived here.
Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.
I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.
Changes:
"Shuttle code has been completely reworked."
"Shuttles can now be modified to have more than one destination."
"Shuttles now have a takeoff sound."
"You can now throw mobs against walls to damage them. A lot."
"You now need a neckgrab to throw mobs."
"BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
"Adminghosts can now interact with all shuttles."
Tweaked a hell of a lot of silicon code to make synthetics better.
Synths with scrambled codes that prevent them from being on robotics computers will now appear on Merc camera networks.
Both variants of the engineering borg can now deploy the malf borging machine.
Medical borgs no longer get polyacid sprays, instead getting Wulumunusha CMO Hyposprays, which cause muteness.
You must now be on help intent to use items like crowbars and screwdrivers on borgs. Otherwise you hit them with it.
Slimes are now content after growing into adults or reproducing, meaning they won't attack humanoids for a while afterwards.
The slime scanner has been tweaked to be a bit nicer.
Slightly reduced the damage slimes do.
Clicking a delivery chute with a held animal, such as a monkey, will now automatically deposit them into it.
Made an attempt to implement something based on this suggestion - Brainmed UI and accessibility
New VueUI for bodyscanner.
IPCs display their cell charge for the suit sensors program.
Handheld medical scanners have some colour coding now.
- Added a new category to the traitor uplink, which is only available to revolutionaries.
- Head Revolutionaries now spawn with an uplink that has 50 TC, they also get an alert telling them to not abuse it.
- Revamped the drill dropper into a generic orbital dropper, capable of dropping ANY sort of item you wish it to.
- Added a Mech orbital dropper. Added an Armory orbital dropper.
- Made loyalty implants display their text correctly when they implant someone.
- Added aggression implants, which makes whoever it is implanted into extremely aggressive. Quite useful for starting a revolution.
- Added some description_antag to mercenary cipherkeys, informing the reader that the mercenary radio key is :t.
- Added a gear crate (not for mercs) which is just six syndicate softsuits. Useful in a pinch.
Basically took the t-ray scanner from Bay and adapted it to our codebase. Works fine and is available on 7x7 tiles. Flickering is gone too and people should use it more now.
Also fixes#7860
-fixes corporate liaisons and consular officers not having access to employment records
-fixes corporate liaisons and consular officers having a security cartridge on their pda
Adds more bedsheet inhands, because immersion.
Penlight has an inhand now.
Lanterns have new inhands.
Ashtray cigarette extinguish now properly plays the sound.
You can put cigarette butts in cigarette packets
also some more stupid drop sounds