Commit Graph

1246 Commits

Author SHA1 Message Date
Alberyk
b66d6eab36 Detective gear fixes (#1311)
Fixes #1306
Fixes #1140
Updated the unathi alt language at jackboot' request
You can now wear cones on your head
2016-12-26 01:44:10 +02:00
Werner
5df9509435 Computer tweaks (#1285)
Pulling in some computer changes from bay.
2016-12-25 14:19:50 +02:00
LordFowl
93143a8e45 Vaurca Update Dec2016 (#1289)
Adds Vaurca subspecies and a whole slew of content related to them. Also, custom organs for them.
2016-12-25 01:11:09 +02:00
Alberyk
7c8cf8408e Fixing missing socks on the character menu and other minor things (#1291)
Changes:
-fix socks not showing up on the character creation menu
-add paramedic access to firelocks
-fix coffee being poison to catbeasts
-added a bunch of dakka related hardsuits modules
-adds a snowflake hardsuit, with some of the new modules, for admin bus or something
-tweaks a bit what the sec and syndicate belt can hold
-move minor changes to heavy asset protection and syndicate command loadouts
2016-12-24 21:55:05 +02:00
NanakoAC
6cef8c9074 Attack Proc fixes (#1259)
Baymerge changed the attack proc, i think by removing a default value, and a lot of things broke because they weren't using the function correctly.

This proc does three main things.

Adds a default to /obj/item/proc/attack to target the chest when no target zone is supplied.

Fixes the lack of a target zone in many attack procs, properly defining it so it'll get passed to the parent, and ensure that bodypart-specific targeting works.

Removes most instances of code to retrieve the user's selected zone, and instead to use the zone passed into the attack function. saves duplication of effort.
2016-12-24 03:34:23 +02:00
Alberyk
7fe4433669 Syndicate borg rework and general fixes (#1275)
Changes:
-added some vars that allow for more pre-set borg models, ported from the newest bay changes
-added combat module and an ert borg as admin spawn presets
-fixed syndicate cyborg
-syndicate cyborgs explode when killed now
-added a limited frag grenade launcher to the syndicate module
-fixed a lot of broken guns
-fixed the bad ert id code added by the ert update
-fixed the tactical shield to have sprites and behave properly
-tweaked even more the vending machine at sec armory
-disabled joining as actor
-enabled spess bikes, heisters get two of them and can get one via cargo contraband system
-replaced advanced advanced e-guns with energy rifles
-fixed some missing id sprites
-fix #1281
2016-12-23 20:16:23 +02:00
printer16
70e30d0f43 Fixed ERT Update (#1266)
Credits for content go to Serveris. All I did was fix it up for the baymerge and got it working in-game (Yes I know zipties don't stack. I couldn't figure it out. Maybe latter.)
2016-12-23 02:09:49 +02:00
Alberyk
d2b49ab1cb Hoodies and sec gear fixes (#1272)
Changes:
-ported hoodies from polaris/tg, I will place them somewhere someday
-fixed missing sec berets and badges missing sprites and being wrong at all
-fixed a lot of unecessary/troublesome code with the hos gear
-force gloves have a different sprite now
-fixed missing visible message when being hit by bullets
2016-12-22 20:07:01 +02:00
SoundScopes
97bb1e8e38 Travis: Indentation / list fixes (#1254)
Fixes the tools/indentation.awk script to not demand a comma at the end of perfectly valid comments.
Makes it report unnecessary commas in lists.
Readds it to the Travis build list.
2016-12-19 16:40:52 +02:00
Alberyk
7267ec826c Captain voidsuit, rolling up sleeves and minor fixes/tweaks (#1247)
-added BRAINOS corporate sprites
-added BRAINOS captain vodsuit sprite, with a cicler mapped in the captains office
-fixed some red sec scum decals
-removed the dumb gun help intent thing
-added rolling up sleeves
-fixed some minor things with the merge, like wrong e-pistol names, besides changing the fire-rate and flashbangs missing in sec lockers
2016-12-19 02:07:59 +02:00
Alberyk
2c6dad2dd3 More bay merge fixes (#1243)
- Fixes #1227 
- Fixes #1236 
- Re-add lamarr.
- Fix bootknife thing
- Fix a couple of things related to borgs
- Re-add our tator items
- Adding back all the hardsuit modules back to robotics
- Fixing a couple of missing sprites, like fireaxe cabinet
- Fixed missing computer sprites when no power
2016-12-18 22:13:42 +02:00
Alberyk
89ae849adc Bay merge fixes (#1225)
What is being fixed:
-messed up sec armor
-skeleton, vox and resomi being player species
-abhumans also had restrictions added until whatever should be done with them was decided or something
-fixing dionae language name
-fixing bluespace suicide and some additions/changes
-fixing random vaurca name gen thing
-fixing missing ipc chest and groin sprites
-added missing resomi hair and some new dank vox hair styles
2016-12-18 10:52:16 +02:00
Bedshaped
48f9c995b6 FINISHED ALL NON-PREF ERRORS (#27)
* code\game\machinery\cryopod.dm:482:error: orient_right: undefined var

* code\modules\mob\mob_movement.dm:272:error: mob.last_move_intent: undefined var

* code\modules\mob\living\simple_animal\simple_animal.dm:377&402:error: user.changeNext_move: undefined proc

* code\modules\mob\living\silicon\robot\robot_items.dm:31:error: loaded_item.reliability: undefined var

* fixes whatever to do with chameleon.dm

* camera.dm

* didn't get chameloeon the first time round

* uplink.dm

* code\game\objects\items\devices\PDA\PDA.dm:959:error: U.last_target_click: undefined var

* code\modules\clothing\head\misc_special.dm:159:error: icon_head: undefined var
2016-12-04 19:39:20 +02:00
Alberyk
5bfa01d79e Syndicate borg fix mk II and bees. (#23)
Reverting back to old code, but, now fixing all the issue, and fuck ghost trap for this for now.

Also, re-adding our unique murderous bees.
2016-11-27 20:00:35 +02:00
Alberyk
908fc933f9 Fixing more error and the return of banhammer (#10) 2016-11-18 23:03:56 +02:00
skull132
f75e1f3cca Indentation clearance + basic compiles
Due to missing includes, primarily.
2016-11-12 01:02:50 +02:00
skull132
ee68f3c9d0 Final merge
Merge branch 'development-2' into development

# Conflicts:
#	baystation12.dme
#	code/_helpers/icons.dm
#	code/controllers/master_controller.dm
#	code/game/machinery/Sleeper.dm
#	code/game/machinery/computer3/laptop.dm
#	code/game/machinery/doors/door.dm
#	code/game/machinery/floorlayer.dm
#	code/game/machinery/vending.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/objects/effects/decals/contraband.dm
#	code/game/objects/explosion.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/storage/boxes.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/window.dm
#	code/modules/clothing/spacesuits/rig/rig.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/mob/freelook/update_triggers.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/human_movement.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/species.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/mob_movement.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	nano/templates/sleeper.tmpl
2016-11-12 00:10:21 +02:00
Alberyk
e683fbe325 Chief engineer's hardsuit upgrade and more missing map things (#1096) 2016-11-02 21:18:31 +02:00
skull132
e9b688e1f6 Merge branch 'development-2' into development
Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
#	code/modules/mob/living/silicon/pai/pai.dm
#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
#	code/modules/mob/living/simple_animal/friendly/cat.dm
#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	code/modules/projectiles/ammunition/bullets.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/guns/energy/rifle.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
#	code/modules/projectiles/guns/projectile/pistol.dm
#	code/modules/projectiles/guns/projectile/revolver.dm
#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
#	code/modules/tables/tables.dm
#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00
Alberyk
479666a47d Random maint loot and miscellaneous things (#1052)
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.
2016-10-26 20:29:38 +03:00
NanakoAC
b5e554812b Cargo Warehouse Stock (#1045)
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.
2016-10-26 18:56:35 +03:00
LordFowl
ea0f8c48d9 Dick Tracy and the Technicolor Dreamcoat (#1035)
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."
2016-10-24 00:23:07 +03:00
LordFowl
660a5d0063 Miscellaneous Content Patch (#1002)
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."
2016-10-22 23:26:42 +03:00
Werner
774ab1a43b Some bug fixes (#5) 2016-10-17 11:09:23 +03:00
Bedshaped
0dba7bc83f 67 errors, 0 warnings (#4) 2016-10-16 12:34:07 +03:00
Alberyk
ca6eac9a37 Adding new flashlight options and old code sprites (#1025)
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
2016-10-14 20:38:00 +03:00
Alberyk
8289c63b42 Golems and species rarity tweaks (#1007)
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:
2016-10-14 20:37:47 +03:00
skull132
87e041aa75 Merge remote-tracking branch 'bay12-upstream/master' into development 2016-10-07 00:58:39 +03:00
Bedshaped
d23bf23214 Fixes #949 (#951) 2016-09-19 07:58:36 +03:00
Alberyk
664ab2a532 Fixing species restrictions on space suits (#947)
vaurca can now wear the ninja rig suit
vaurca can wear softsuits, but not hardsuits anymore, with the exception of the mercenary one
fixing trench knives being able to parry attacks like regular swords
2016-09-18 23:28:29 +03:00
Alberyk
e03cd89816 Adding the captain voidsuit (#912)
In this update:

Remove all mess that is the captain armor
Add a voidsuit version
Removes the extra armor from the locker
Fix them in the map
2016-09-15 12:06:52 +03:00
Alberyk
cac92dfcc9 No more narsie over the news, and some minor fixes (#866)
no more cult of nar'sie over the news
no more yelling over breaking cuffs
ninjas should start with a contract uplink now
fixing a missing bluesec sprite
Removing vox from the species you can select at character creation
Fixed the L6 SAW using the wrong ammo type when reloading
2016-09-10 22:37:55 +03:00
NanakoAC
804851f6f6 Diona Overhaul - SEP2016 (#442) 2016-09-09 23:55:48 +03:00
Alberyk
a65c4290d6 Adding unique sprites for unathi and tajaran masks (#887)
mask when worn by unathi and tajaran have different sprites that don't conflict with their snout and muzzles
2016-09-09 21:38:18 +03:00
Alberyk
6ef0d2061a Custom Items - 09SEP2016 (#878)
Items added in this update:

Hand-me-down Bomber Jacket - superballs - Ash LaCroix
Dog Tags - Dylan Sutton - sircatnip
Racing Stripes - Ricochet - nebulaflare
First Shot - Gabriel Barcia - mrgabol100
Thunder Dome Pendant Ring - Jerimiah Stone - dominicthemafiaso
Traditional Jumper Dress - Sayyidah Al-Kateb - alberyk
2016-09-09 21:37:50 +03:00
Alberyk
080bf5c1cb Returning the old laser rifles, energy pistols, carbines and much more (#860)
In this update:

Returning old e-rifles from old code.
Changing regular energy gun to energy carbine
Adding back the energy pistol
Buffing a bit the heavy asset protection suit, and fixing more loadout related issues with the nt and syndicate assault teams
Reworked a bit the syndicate commando and deathsquad loadouts
Returning shotgun boxes, that works like speed loaders, from old code, now with unique sprites
Stun batons now emit light
2016-09-07 10:11:48 +02:00
Alberyk
c36f2c0f8b Changing the siemens coefficient of voidsuits, armor and certain jumpsuits (#826)
In this update:

Voidsuits have a better siemens_coefficient, the mercenary and wizard ones are far better.
Armor also had their siemens_coefficient buffed.
Security and the mercenary clothing also had a buff in their siemens coefficient.
Regular hos armor options should be all the same now, status-wise.
2016-09-04 21:43:17 +02:00
SoundScopes
893398104f SoundScopes' bugfixes - 01SEP2016 (#848) 2016-09-01 20:45:18 +02:00
Alberyk
b66f5e0ef1 Implements Bluesecurity Icons (#815) 2016-08-27 18:21:34 +02:00
NanakoAC
e240def2bf Contained Sprites v2 (#758)
Overhauls the contained sprites system to be feature complete in terms of what it can do and offers. Now almost all cases of clothing and other items may use the system properly.
2016-08-25 16:55:42 +02:00
Alberyk
41f3872e1f Xeno sprites for the wizard voidsuit (#744)
Snowflakes can also into magic, suit cycler in the map, replacing one of the empty lockers for raisins. Sprites by superballs.
2016-08-14 22:04:28 +03:00
Alberyk
df1f62a54c Custom items 10AUG2016 & contained sprites for accessories (#693) 2016-08-10 23:50:53 +03:00
Alberyk
af304c93e2 Adding more skrell accessories and neck bandannas (#662)
This: http://forums.aurorastation.org/viewtopic.php?f=18&t=6677
And Araskael spritted the neckerchief bandannas. 
Also, adding cigar cases and cigarettes back as well to the custom loadout.
2016-08-03 22:34:10 +03:00
LordFowl
59233807ee Wizard Item Side-effects (#650)
Resolves #597

rscadd: "Non-wizards using wizard items may experience fun stuff."
tweak: "Mental focus damage level's have returned to old-code, to better compete with Mutate."
bugfix: "Mental focus staff has had its area of effect mode returned."
2016-08-02 22:07:59 +03:00
NanakoAC
26b99bfb91 Bombsuit and Specialised Armour Tweaks (#585)
An overhaul of the EOD suit to make it more believable and suitable for purpose, plus a little tweak to riot/bulletproof/ablative suits

rscadd: "Bomb suit and hood are now far more robust, and resistant to all types of damage"
rscadd: "Bomb suits now protect all bodyparts except the hands"
tweak: "Bomb suit slowdown significantly increased"
rscadd: "Bomb suits now cause the wearer to gradually overheat and will eventually cause heatstroke, their materials are very bad for dissipating bodyheat"
rscadd: "Bomb hoods now restrict peripheral vision like welding goggles, but do not protect your eyes from light"
tweak: "Bomb suits and bomb hoods are now too large to fit in a backpack"
rscadd: "Bulletproof, ablative and riot suits are no longer cripplingly overspecialised, their resistance to the non-primary damage types has been increased"
2016-08-02 21:40:28 +03:00
Alberyk
640508c385 Add species restrictions to the breacher suit (#386) 2016-08-02 21:39:24 +03:00
Alberyk
624e5bfd2f New firesuits sprites and atmos firesuits (#582)
New and better sprites, from old code, for firesuits as a whole and adding atmos firesuits and fire helmets.
2016-07-24 23:51:22 +03:00
NanakoAC
b7291faccd Voidsuit Naming Fix (#580)
Fixed many little instances where voidsuits were wrongly referred to as hardsuits
2016-07-24 23:50:36 +03:00
Alberyk
b9b94b2c10 Fix #610 (#611) 2016-07-20 03:53:13 +03:00
Alberyk
60f4bee6c1 Alberyk dev fixes (#571)
Fixing some wrong path in robotic modules and missing right ear slot contained sprites.
2016-07-14 01:47:28 +03:00