As requested By Geeves:
tweak: "Carps and spiders no longer targe shields intentionally. They will attack shields only if adjacent or have to get to their target through shields."
Also:
tweak: "All ranged hostile mobs will now shoot at shields, if their target is behind a shield."
bugfix: "Hostile mobs now try and attack you 10 tiles away. But ranged mobs will still have to get within 6 tiles to shoot." Thanks to Ferner for noticing this
Turns out that draining some blood will cause people to get a lot of brain damage, resulting in the complete shutdown of their organs. This pr reduces the bloodloss caused by vampire draining, making it a bit less lethal.
Adds a system for autobanning IPs which abuse the world/Topic API. The implementation is very analogous to fail2ban. All bans implemented are removed at round end, or at the start of the next round. This is to stop the windows firewall from getting clogged to hell. The system respects whitelisted IPs.
The issue:
player.current?.client.verbs is elaborated as: player.current.client/var/client, which is a null variable and runtimes.
The fix put in breaks AOOC by not giving it to the client but the mob. This fixes that fix, thus fixing AOOC properly.
rscadd: "Added three new gamemodes: Tower Defense, Bughunt, Spy vs. Spy."
rscadd: "Bughunt, mercenary and borer, needs twenty required players and five required enemies."
tweak: "Borers have received some miscellaneous fixes and tweaks across the board. They should overall work better now."
rscadd: "Borers can now awaken psionics in their hosts. Maybe it's not a bad idea to get a brain slug after all..."
rscadd: "Spy vs. Spy, traitor and renegade, needs four required players."
tweak: "Changed how renegades work a bit. You're not traitors! You're paranoid people who smuggled a gun to work and are working to keep themselves safe."
rscadd: "Tower Defense, mercenary, heist and ninjas, needs thirty required players and ten required enemies. Good luck!"
Me and Geeves have been working on this for a couple of days now. It's a Kataphract Chapter vessel that can spawn as an away site, with spawners for 2 Kataphract Hopefuls, a Kataphract QM, and a Kataphract Trader. These roles do not require a whitelist, much like the Kosmostrelki. There is also two slots for Kataphract Knights, these require a Unathi whitelist, and a slot for a K'lax Kataphract Hopeful, this requires a Vaurca whitelist.
It has a whole bunch of stuff on it, such as a bridge, sparring/recreation area, QM desk & armoury, vault, knight's office, cafeteria, dorms, toilets, engineering, solars, hangar, and a trading area to trade with the crew and a merchant console, as well as a warehouse to store goods.
The goal is to make tangible differences between the subspecies with pros and cons that are in line with lore. Effectively, the IPC species felt too similar, many of which using equal stats in certain fields that made no sense to be equal in, this rework as stated previously aims to remedy this.
These changes were requested by Kyres, NiennaB and Tailson of the lore team.
changes:
tweak: "Adjusted heat tolerances of all IPC species to differentiate between types, letting it be more forgiving."
tweak: "Brute, resist and grab modifier changes to species dependant on type."
tweak: "Moves IPC abilities to their own tab for visibility and ease of use."
rscadd: "Adds a crush verb that is usable by G2."
rscadd: "Implements a variety new attack options to IPC species."
tweak: "Makes heat discomfort levels universally to be 100 units under the first heat level for all IPC species."
bugfix: "Sorts out issues with voidsuit/hardsuit for Bishops and Zeng-Hu."
tweak: "Adjusts Zeng-Hu Frame speed to be more inline with their lore."
tweak: "Adjusts Xion Frame speed to be slightly faster than the G1 and G2 to emphasize it being lighter."
tweak: "Xions can now go EVA indefinitely."
tweak: "Adjustments to fluff blurbs of IPC subspecies to account for mechanical changes."
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
Dionae now have a stomach organ, which means they can devour. It has a bigger capacity than usual.
Dionae can now devour big objects as well. Just pick them up and click on yourself while aiming mouth.
Unathi can now actually devour tiny items.
Unathi can now devour any mob smaller than them.
Tabling isn't instant anymore, it now needs to timer on the grab to be full. (The action itself is still instant)
Clicking on a table with harm intent with a grab will now smash the person's face into the table.
Oh, also, I wouldn't recommend smashing a colleague's face onto a table that has shards on it, might turn out messy.
Fixed the powered hammer's sprites being duplicated instead of mirrored across hands, increased its chance to trigger by 5% (30%).
Added a Hegemony version of the powered hammer with orange lights and a 50% chance to trigger.
Made the powered hammer reset in 30 seconds instead of 45.
Kataphracts now have new voidsuits, no longer will they wear knight armour with ponchos.
Added new Unathi non-spaceproof body armour, which is ICly a new update to the old leather looking bodyarmour.
K'lax kataphracts share the abovementioned body armour, but now have special modified helmets for all four their eyes.
Buffed the K'lax helmet ever so slightly, to be on par with the new Unathi body armour.
Fixed the Jixizi dress to be back to its former beautiful glory.
Fixed Sinta Jumpsuits allowing you to roll down people's jumpsuits and sleeves from range.
Makes it so that using the forensics item on certain machinery such as airlocks, alarms, APCs, buttons, windoors etc doesn't apply fingerprints/fibers. This is necessary because these machines will call add_fingerprint BEFORE the forensic kit is used, thus polluting the sample with your own fibers, which is extremely annoying
Also made it so that using a forensics item on a fire alarm or button doesn't make you trigger them, because that's also really annoying.
This is take 2 because the first time I messed up my branches/forks because my brain is smooth.
-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
1- A resprite of the asset protection hardsuit courtesy of Brainos. Tested it on the test server and it looks in order.
https://i.postimg.cc/sx7c0qRy/newdoomguy2.png
2- Adds species restriction as its human only.
Cleanbot no longer runtimes when it is being pulled.
mob's grab now properly uses WEAKREF instead of hardref, fixing later runtime.
/datum/reagent/nutriment/mix_data loops have been made cleaner, and also fixes improper list access.